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General Tabletop Discussion
D&D Older Editions
My 4e problem.
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<blockquote data-quote="Michael Morris" data-source="post: 4722004" data-attributes="member: 87"><p>No, red's hit points should be fine where they are. By design the red magi is the hardest hitting striker/controller class of all, but to balance it the class has a glass jaw. This is in keeping with red's fighting philosophy of he who hits hardest wins. No class hits harder than the red mage, but the red mage doesn't have much else.</p><p></p><p>Gold's hit points being high is because as a leader, or more often a leader/controller type of class gold doesn't have good armor (no magi do) or weapon attacks. This is fine by gold - protect, reinforce and bolster allies. Gold has the strongest abjurational spells, the strongest "new rule" spells and best healing magic. Gold doesn't directly attack at all (even the cleric and bard have better offensive options than the gold mage) but gold's ability to block attack or make it irrelevant through healing is unequaled.</p><p></p><p>Green is a defender by proxy. Summoning the best creatures and then bolstering them, it is those creatures which then do the marking of the foe and keep them at bay for the green mage. The green mage also has the strongest bolstering spells in the game to use on himself.</p><p></p><p>Silver is a controller color to a degree - but it has it's fingers in many pots as long as the mage is willing to pay a price. Silver has striker as a secondary role - it doesn't hit as hard as red but no other class can (or should) make red's unbridled and naked agression. Silver corrupts, divides and attacks things no other class has attacked before, like a characters untapped latent power potential.</p><p></p><p>And then Blue. Blue is a wild card. Countermagic is still a heavy theme still for blue. From the very annoying remand to stifle, to power sink, dissipate and counterspell itself, the blue mage is the class that can tell monsters and characters alike the word "No." When not interferring with the opponent's ability to generate an offense blue misdirects, manipulates and steals. I'll be outlining the powers of blue first because it doesn't play like any other class currently in 4e.</p><p></p><p>After the colors are drafted out as individuals their intergration will be worried about. Finally the issue of characters multi-classing to mage. My initial thought is that a character who becomes a multiclass mage can only use one color's powers and even then only the more relaxed requirement spells of that color.</p></blockquote><p></p>
[QUOTE="Michael Morris, post: 4722004, member: 87"] No, red's hit points should be fine where they are. By design the red magi is the hardest hitting striker/controller class of all, but to balance it the class has a glass jaw. This is in keeping with red's fighting philosophy of he who hits hardest wins. No class hits harder than the red mage, but the red mage doesn't have much else. Gold's hit points being high is because as a leader, or more often a leader/controller type of class gold doesn't have good armor (no magi do) or weapon attacks. This is fine by gold - protect, reinforce and bolster allies. Gold has the strongest abjurational spells, the strongest "new rule" spells and best healing magic. Gold doesn't directly attack at all (even the cleric and bard have better offensive options than the gold mage) but gold's ability to block attack or make it irrelevant through healing is unequaled. Green is a defender by proxy. Summoning the best creatures and then bolstering them, it is those creatures which then do the marking of the foe and keep them at bay for the green mage. The green mage also has the strongest bolstering spells in the game to use on himself. Silver is a controller color to a degree - but it has it's fingers in many pots as long as the mage is willing to pay a price. Silver has striker as a secondary role - it doesn't hit as hard as red but no other class can (or should) make red's unbridled and naked agression. Silver corrupts, divides and attacks things no other class has attacked before, like a characters untapped latent power potential. And then Blue. Blue is a wild card. Countermagic is still a heavy theme still for blue. From the very annoying remand to stifle, to power sink, dissipate and counterspell itself, the blue mage is the class that can tell monsters and characters alike the word "No." When not interferring with the opponent's ability to generate an offense blue misdirects, manipulates and steals. I'll be outlining the powers of blue first because it doesn't play like any other class currently in 4e. After the colors are drafted out as individuals their intergration will be worried about. Finally the issue of characters multi-classing to mage. My initial thought is that a character who becomes a multiclass mage can only use one color's powers and even then only the more relaxed requirement spells of that color. [/QUOTE]
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