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One paragon path to rule them all
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<blockquote data-quote="RLBURNSIDE" data-source="post: 5537060" data-attributes="member: 94650"><p>Why not just re-fluff the other paragon paths? After all, not all Jedi focused on the same powers, although they all had something in common. You could confer them all a boon to give them a common bond to each other (via the Force or whatever).</p><p></p><p>I think taking away PPs is a bad idea, but work with each character to pick and choose some items from different PPs, and tailor them to fit your game. While you're homebrewing, bring in the players into it! And say if you can't both agree on the specifics or the mechanics, the fall back is a default PP.</p><p></p><p>One thing I'd like to mention, is that complex mechanics for your e.g. striker option, are hard to track and needlessly make the game more complex. Static bonuses might be more boring, but at least they are useful and won't be forgotten or lost in the shuffle. I can't remember how many adventuring days went by when I didn't use Bless Weapon daily because I was never sure if this would be a worthwhile time to use it.</p><p></p><p>+1 on not shoehorning everyone into the same thing, but reflavoring the existing PPs and customizing them into your campaign. If I had played with DMs who allowed homebrew stuff and / or fixing broken PPs such as Scion of Arkosia, I would not now be DMing instead of playing 4e. It's always a game of give and take, and while the DM sets the tone, you have to respect players wishes to some extent or they might grumble (or even leave).</p></blockquote><p></p>
[QUOTE="RLBURNSIDE, post: 5537060, member: 94650"] Why not just re-fluff the other paragon paths? After all, not all Jedi focused on the same powers, although they all had something in common. You could confer them all a boon to give them a common bond to each other (via the Force or whatever). I think taking away PPs is a bad idea, but work with each character to pick and choose some items from different PPs, and tailor them to fit your game. While you're homebrewing, bring in the players into it! And say if you can't both agree on the specifics or the mechanics, the fall back is a default PP. One thing I'd like to mention, is that complex mechanics for your e.g. striker option, are hard to track and needlessly make the game more complex. Static bonuses might be more boring, but at least they are useful and won't be forgotten or lost in the shuffle. I can't remember how many adventuring days went by when I didn't use Bless Weapon daily because I was never sure if this would be a worthwhile time to use it. +1 on not shoehorning everyone into the same thing, but reflavoring the existing PPs and customizing them into your campaign. If I had played with DMs who allowed homebrew stuff and / or fixing broken PPs such as Scion of Arkosia, I would not now be DMing instead of playing 4e. It's always a game of give and take, and while the DM sets the tone, you have to respect players wishes to some extent or they might grumble (or even leave). [/QUOTE]
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