GnomeWorks said:But if they were going to be given so few hit points as to only need one hit to take out anyway, then what's wrong with the idea?
Have you seen the orc bareknuckle death match thread? If it they die in what hit anyway, what do we gain from the 1 hp thing? I can tell you what we lose: the ability of an orc not to go down in one hit. Every single hit will be a finishing blow, which is kind of boring. In the movies, the mooks sometimes take at least a little effort to put down. But in 4e, it would take a different kind of orc.
It's no different than requiring a feat. In 3e, if you tried using two weapons without TWF, you were basically throwing your attacks away. 4e is all about the removal of suboptimal choices, so they took out the ability to use two weapons if you didn't have TWF (or its 4e equivalent).
It is different. Rather than creating options for two weapon fighting, they've trimmed them down. I don't see how you can get any more different than that. It's a pet peeve of mine, since two weapon fighting is, in real life, very effective and commonplace throughout history.
Times change, different monsters become popular.
Yet the frost giant has held up pretty well for the past 1500 years or so. What's wrong with it now?
It's not that pulling out the crossbow is the problem, it's the resource-management game. It's the idea that a low-level wizard can toss one, maybe two spells a day, which is dull and not really evocative of fantasy fiction. While being able to throw spells all the time may be a bit much, it is a step in the right direction.
My opinion is the opposite. In fiction, magic tends to be two or more of slow, dangerous, unreliable, subtle, or exhausting. I can think of very few fantasy characters who could sling magic missiles or the equivalent all day who were truly human.
Illusions are absurdly difficult to adjudicate, and usually wind up causing no end of problems.
And yet appear in virtually every other game on the market. What do they know that the 4e team doesn't? For that matter, why haven't they destroyed my games?
Gnomes didn't have a niche. They were sorta-halfling sorta-dwarf sorta-elf, all balled into one weird conglomerate. Attempting to carve out a niche for the gnome would require messing with at least one of these races' shticks.
Well, they were illusionists, at one point. Or thief-illusionists. And there's the whole badger thing. But here's the thing: I like gnomes. Whether or not they have a completely unique "niche" is less important to me than whether they are appealing. Dragonborn have a niche, and I have little inclination to play one. So as far as I am concerned, dragonborn are taking up real estate that could be occupied by the more attractive, and more traditional, gnome.
Plus, gnomes should not look like Elijiah Woods. They should have big, big noses.
It's once every five minutes, it's 30 feet, and they have to travel through a coterminuous plane to do so.
It's still a super power.
But it beats "I stand there and full-attack it." You have to admit, having more options is rather neat, and gives somebody other than the wizard and cleric some fun things to do and consider. It makes the game a bit more tactical.
I haven't had that problem. But last I heard, they actually took away tripping and disarming, or at least nerfed them. I don't think there's anything "boring" about trying a full attack against, say, a hydra. Or a fire elemental. To me, it's an invented problem.
Maybe somewhere out there are players who slug it out with level 12 warriors all day or something, but I've never seen such a game.
To prevent a bunch of products of the like that we saw in the 3.0 glut. By keeping a bit of a tighter control on what's going on, WotC can at least help out to ensure that the market isn't flooded by a ton of crap.
Hasn't Darwinian selection already taken care of that, pretty much? And it certainly won't protect us from WotC's glut of crap. In fact, now you get free crap in every MM.