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<blockquote data-quote="Neonchameleon" data-source="post: 9022705" data-attributes="member: 87792"><p>We actually agree on two and a half our of four of these. The thing about half-races is that <em>a few</em> half races have an important thematic role. (I'd start with half-elf and half-orc) but it's like elves; having an elf race or a couple of sub-races is a good thing but having 23 of them would just be annoying. A templated "hybrid" race/"Child of two peoples" might work even if it's a little on the nose?</p><p></p><p>Of course any replacement for pact magic that does not keep its strengths in play of tracking only one level of spell and a number of slots you can count on your fingers deserves to be used as toilet paper. I literally do not see one benefit of giving another class cookie cutter pseudo-vancian magic over actually using the strengths of the class system. If you personally don't like the way a class works you don't have to play it. If on the other hand you remove the <em>only</em> example of a class that works a given way then those that do lose it entirely.</p><p></p><p>And I do not understand people who want to <em>nerf</em> weapon masteries other than in the sense that there's nothing in them even at L13 that the fighter couldn't reasonably be allowed to do at first level. It's still not even starting to get to the level of a 4e fighter but is at least something.</p><p></p><p>The thing is the execution was <em>so </em>badly handled that the problems were at the conceptual level. If they'd given build-a-bear options where you picked e.g. defences, attacks, and utility for the forms and those had been either weak or heavily imbalanced that would have been an entirely different kettle of fish to not giving any mechanical way of differentiating between turning into a sloth, turning into a hippo, and turning into a cheetah other than the size.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9022705, member: 87792"] We actually agree on two and a half our of four of these. The thing about half-races is that [I]a few[/I] half races have an important thematic role. (I'd start with half-elf and half-orc) but it's like elves; having an elf race or a couple of sub-races is a good thing but having 23 of them would just be annoying. A templated "hybrid" race/"Child of two peoples" might work even if it's a little on the nose? Of course any replacement for pact magic that does not keep its strengths in play of tracking only one level of spell and a number of slots you can count on your fingers deserves to be used as toilet paper. I literally do not see one benefit of giving another class cookie cutter pseudo-vancian magic over actually using the strengths of the class system. If you personally don't like the way a class works you don't have to play it. If on the other hand you remove the [I]only[/I] example of a class that works a given way then those that do lose it entirely. And I do not understand people who want to [I]nerf[/I] weapon masteries other than in the sense that there's nothing in them even at L13 that the fighter couldn't reasonably be allowed to do at first level. It's still not even starting to get to the level of a 4e fighter but is at least something. The thing is the execution was [I]so [/I]badly handled that the problems were at the conceptual level. If they'd given build-a-bear options where you picked e.g. defences, attacks, and utility for the forms and those had been either weak or heavily imbalanced that would have been an entirely different kettle of fish to not giving any mechanical way of differentiating between turning into a sloth, turning into a hippo, and turning into a cheetah other than the size. [/QUOTE]
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