Paragon Paths - play experiences?

seusomon

Explorer
I'd like to hear from people who have paragon-level characters: How do the paragon paths "feel" in play? I like the idea of characters taking on a particular persona or mission at this level, but when I read the descriptions of the different paths, I worry that the additional powers might just kind of blend into the noise of all the other powers characters have to choose from at that level.

What are your experiences with paragon paths in play? Cool? Fun? Atmospheric?
 

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I'd like to hear from people who have paragon-level characters: How do the paragon paths "feel" in play? I like the idea of characters taking on a particular persona or mission at this level, but when I read the descriptions of the different paths, I worry that the additional powers might just kind of blend into the noise of all the other powers characters have to choose from at that level.

What are your experiences with paragon paths in play? Cool? Fun? Atmospheric?

Well, I've only run a couple of sessions of a 11th level game, so I can't really say much, but it was clear that like a lot of other stuff in 4e, the rules help clarify what the player already wanted to do.

It was particularly notable that the Fey Warlock became incredible mobile, zipping all over the place and leaving minions dead in his wake, with the Cleric really turning into a smackdown-leader-melee-type and dealing out some seriously good stuff.

I think if this was a longer campaign we'd see that those powers give a bit more than the normal ones do.
 

I'd like to hear from people who have paragon-level characters: How do the paragon paths "feel" in play? I like the idea of characters taking on a particular persona or mission at this level, but when I read the descriptions of the different paths, I worry that the additional powers might just kind of blend into the noise of all the other powers characters have to choose from at that level.

What are your experiences with paragon paths in play? Cool? Fun? Atmospheric?

My group has had only one session so far at 13th level (we converted over our Rise of the Runelords/AgeofWorms to see how it worked). As DM it was hard to tell. However, the Radiant servant cleric was noticeable with an increased critical 19-20 on radiant attacks as well as the action point radiant ongoing damage. The Wizard can wield a sword which was an intresting change of pace. I believe the fighter used a regeneration ability. However, the fighter it's hard to tell since they have so many more abilities now.

The fact that the paragon adds abilities that aren't powers helps set them apart.
 

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