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<blockquote data-quote="pukunui" data-source="post: 4190288" data-attributes="member: 54629"><p>That and WotC keeps giving us these grand design tenets along with examples that (potentially) violate them ...</p><p></p><p>1) We want to do away with needless symmetry. By the way, we're introducing some new metallic dragons, one of which is the metallics' dumb brute counterpart to the chromatics' white dragon.</p><p></p><p>2) We want to make it clear that Hit Points really don't just mean physical damage. While you're here, check out this cool new monsters we came up with -- it's a goblin that impales people on a harpoon and then drags them around!</p><p></p><p>3) We want mechanics to make sense from a fluff perspective. We also don't want people to get stuck playing a walking band-aid, and since this new edition is an exception-based ruleset, we're going to create an exception to the fluff-mechanic rule so that players of divine characters can do something cool (attack an enemy) and buff their friends at the same time.</p><p></p><p></p><p>Lay on Hands covers the hit points healing. Will the paladin (or cleric, for that matter) have utility powers for buffs other than hit point healing? This is why I'm saying that I really want to wait until I've got the actual game in front of me and have played it properly (as opposed to just using all the preview stuff) for a while before making a final judgement on this sort of thing. For all we know, there could be a great explanation as to why they made divine powers this way in the core rules. There could also be plenty of utility powers that let divine characters buff their friends without having to hit someone.</p></blockquote><p></p>
[QUOTE="pukunui, post: 4190288, member: 54629"] That and WotC keeps giving us these grand design tenets along with examples that (potentially) violate them ... 1) We want to do away with needless symmetry. By the way, we're introducing some new metallic dragons, one of which is the metallics' dumb brute counterpart to the chromatics' white dragon. 2) We want to make it clear that Hit Points really don't just mean physical damage. While you're here, check out this cool new monsters we came up with -- it's a goblin that impales people on a harpoon and then drags them around! 3) We want mechanics to make sense from a fluff perspective. We also don't want people to get stuck playing a walking band-aid, and since this new edition is an exception-based ruleset, we're going to create an exception to the fluff-mechanic rule so that players of divine characters can do something cool (attack an enemy) and buff their friends at the same time. Lay on Hands covers the hit points healing. Will the paladin (or cleric, for that matter) have utility powers for buffs other than hit point healing? This is why I'm saying that I really want to wait until I've got the actual game in front of me and have played it properly (as opposed to just using all the preview stuff) for a while before making a final judgement on this sort of thing. For all we know, there could be a great explanation as to why they made divine powers this way in the core rules. There could also be plenty of utility powers that let divine characters buff their friends without having to hit someone. [/QUOTE]
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