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New Legends and Lore:Head of the Class
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5629509" data-attributes="member: 82106"><p>OK, I realize I'm skipping like 86 pages of this, lol...</p><p></p><p>I think ONE way to do it, and pretty much possible within the structure of 4e would be like this:</p><p></p><p>You have your class. Every level at which powers are specified for your class there is a class feature which is an alternative (this could be a default power too, but it isn't necessary to limit it to that). These class features can be designed to be quite easy to use, have basic immediate effects, and work reasonably whether or not you use various options, so such an option would work reasonably either with a "story telling" sort of combat, or with more tactical 'grid' combat. You can always retrain this feature for a power selection from your class later if you want.</p><p></p><p>Then we can have themes which do the same thing. A 'Knight' theme can provide some leadership bonuses, etc (as the current theme does, maybe its called Noble IIRC). Anyway, some power swaps can also be available as well, etc.</p><p></p><p>Now you can provide the Fighter (Knight) as a themed fighter with all the default non-power easy-to-use options selected. A small section can quickly summarize it so you can quick start. A pregen could be provided as well if desired. </p><p></p><p>All the combinations of class and theme will generally give you something simple you can use but at the same time not all combinations of them need to be spelled out as beginner options, just the most thematic. So you have your Fighter (Knight), your Fighter (Barbarian), your Fighter (Swashbuckler), etc. but you don't need to spell out Fighter (Ordained Priest). If someone takes that later one they'll still have a set of simple options, they'll just have to go look them up in 2 places and there won't be a pre-gen. Someone can always put out a book of pre-gens that has every feasible combination if they want. </p><p></p><p>If you start selecting powers, then you're more into the tactical game, at least for a fighter. With a wizard maybe it isn't quite as clear-cut, but in that case the built-ins can be automatic power selections that are mostly utilitarian in nature and again designed to work in a more narrative combat system, but will work anywhere. Attack power defaults could also be rather generic fluffable options. Instead of a Fire Blast you can have an Energy Blast default that you can pick an energy type for. I don't know exactly, but I think it could be worked out so you can have a modestly simple caster that doesn't depend on a lot of tactics you can play out of the box, but with the possibility to branch out.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5629509, member: 82106"] OK, I realize I'm skipping like 86 pages of this, lol... I think ONE way to do it, and pretty much possible within the structure of 4e would be like this: You have your class. Every level at which powers are specified for your class there is a class feature which is an alternative (this could be a default power too, but it isn't necessary to limit it to that). These class features can be designed to be quite easy to use, have basic immediate effects, and work reasonably whether or not you use various options, so such an option would work reasonably either with a "story telling" sort of combat, or with more tactical 'grid' combat. You can always retrain this feature for a power selection from your class later if you want. Then we can have themes which do the same thing. A 'Knight' theme can provide some leadership bonuses, etc (as the current theme does, maybe its called Noble IIRC). Anyway, some power swaps can also be available as well, etc. Now you can provide the Fighter (Knight) as a themed fighter with all the default non-power easy-to-use options selected. A small section can quickly summarize it so you can quick start. A pregen could be provided as well if desired. All the combinations of class and theme will generally give you something simple you can use but at the same time not all combinations of them need to be spelled out as beginner options, just the most thematic. So you have your Fighter (Knight), your Fighter (Barbarian), your Fighter (Swashbuckler), etc. but you don't need to spell out Fighter (Ordained Priest). If someone takes that later one they'll still have a set of simple options, they'll just have to go look them up in 2 places and there won't be a pre-gen. Someone can always put out a book of pre-gens that has every feasible combination if they want. If you start selecting powers, then you're more into the tactical game, at least for a fighter. With a wizard maybe it isn't quite as clear-cut, but in that case the built-ins can be automatic power selections that are mostly utilitarian in nature and again designed to work in a more narrative combat system, but will work anywhere. Attack power defaults could also be rather generic fluffable options. Instead of a Fire Blast you can have an Energy Blast default that you can pick an energy type for. I don't know exactly, but I think it could be worked out so you can have a modestly simple caster that doesn't depend on a lot of tactics you can play out of the box, but with the possibility to branch out. [/QUOTE]
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