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<blockquote data-quote="Sunderstone" data-source="post: 4220125" data-attributes="member: 23497"><p>I agree with this totally. Instead of 4th edition power creep at first level (3 starting hd?), they revamped the core classes. This helps in two ways at early levels. </p><p></p><p>1) The first few levels survivability factor. 3E/3.5 had a huge mortality rate with many people often resulting in partial or full tpks. If you need proof take a look at any "obituary" threads following APs and boxed sets. Most deaths seem to occur in the first two modules of any AP and steadily decline as PCs get more powerful. Instead of the town locals starting out with a super hero mutation of 3 HD when they pick up their first sword to go adventuring, I prefer the more elegant solution of revamping the classes like giving a Wizard a d6 for HD, etc. These small changes help while still keeping with the "danger" feel of low level d&d.</p><p></p><p>2) Some of the revamps on the core classes are actually improvements like in the case of the Sorcerer. My group in particular sees no point in having a Sorcerer over the standard Wizard because the higher level spells come slower. The changes to Sorcerer makes them interesting for my players now. My group also likes the changes to the Barbarian and Fighter, etc.</p></blockquote><p></p>
[QUOTE="Sunderstone, post: 4220125, member: 23497"] I agree with this totally. Instead of 4th edition power creep at first level (3 starting hd?), they revamped the core classes. This helps in two ways at early levels. 1) The first few levels survivability factor. 3E/3.5 had a huge mortality rate with many people often resulting in partial or full tpks. If you need proof take a look at any "obituary" threads following APs and boxed sets. Most deaths seem to occur in the first two modules of any AP and steadily decline as PCs get more powerful. Instead of the town locals starting out with a super hero mutation of 3 HD when they pick up their first sword to go adventuring, I prefer the more elegant solution of revamping the classes like giving a Wizard a d6 for HD, etc. These small changes help while still keeping with the "danger" feel of low level d&d. 2) Some of the revamps on the core classes are actually improvements like in the case of the Sorcerer. My group in particular sees no point in having a Sorcerer over the standard Wizard because the higher level spells come slower. The changes to Sorcerer makes them interesting for my players now. My group also likes the changes to the Barbarian and Fighter, etc. [/QUOTE]
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