Player's Handbook 2: I haz it

Wow, some of those general feats are great. Vexing Flanker, flanking an enemy makes that enemy grant combat advantage to your allies and Two Weapon Opening, which lets you make an free action offhand attack if you crit with your main hand weapon are both perfect fits for my rogue. My Warlock and Wizard will both love me for Vexing Flanker (saves them a feat from Distant Advantage in the very least) and being a Two Weapon Fighting Daggermaster means I can count on an extra attack every 1:6.66 attacks... Fun times.
 

log in or register to remove this ad


What Wizards did with Martial Power and this book was make the vast majority (like 90:10) of the feats class or race specific (or both) And the ones that are not tend to be very vanilla. And most of the ones that do increase a class or race tend to do it in a small way, but some are very nice, adding immensely to the power of the ability, like the gnome one that let them fade away an ally instead of themselves once per encounter. That is nice versatility.

On one hand, only allowing certain classes and races to take particular feats is good, as it means not everyone is doing that trick and it increases the power of the initiate multi-class feats (which I tend to love), but on the other hand, it does make for a thin selection of feats to take.
What we're ending up with is a very thin selection of feat options, and many characters being differentiated only by the magic items that they possess.
 

I would really appreciate posting a couple of the Lvl. 1 - 3 Powers of the Charisma build for the Barbarian (particularly the At-Will), as i was asked for a Thraneborn Barbarian for the one-shot i'm running this Friday.

:o
 

What we're ending up with is a very thin selection of feat options, and many characters being differentiated only by the magic items that they possess.

Do all characters chose the same powers?

I would really appreciate posting a couple of the Lvl. 1 - 3 Powers of the Charisma build for the Barbarian (particularly the At-Will), as i was asked for a Thraneborn Barbarian for the one-shot i'm running this Friday.

:o

Pretty sure that's a no no, so do not get your hopes up.
 


My apologies for not reading the complete thread as I'm stuck in the office, but are there more charisma based powers in this book? I'm playing a paladin at the moment, and I'm always on the look out for ways to branch out and take advantage of a high charisma.

Thanks in advance!
 

My apologies for not reading the complete thread as I'm stuck in the office, but are there more charisma based powers in this book? I'm playing a paladin at the moment, and I'm always on the look out for ways to branch out and take advantage of a high charisma.

Thanks in advance!

Bards and Sorcerer both use Cha.

Still no love for Con. :(
 

Do all characters chose the same powers?
Not exactly the same, but there does tend to be a small number of 'core builds' for each class, and the characters built within these core builds tend to have few enough options that the power and feat choices seem obvious... and thus characters of the same core concept tend to be so similar as to be interchangeable.

4E limited options. Fewer feats. Less diversity in stats. Less importance placed on items (one of the most diverse aspects of the game). All of these things reduce diversity and encourage conformity - which narrows the playing field that they needed to balance.

Balance is much better, but I find that the tightly controlled 'roll' playing of 4E tends to discourage the 'role' playing I'm used to see in prior editions of the game.
 


Well, a couple things.

First, no at-wills get any bonus form TT or charisma. All are straight str vs AC, with no special add-ons that charisma helps.

Encounters: Vault the Fallen: You can target one or two creatures, if you target two, TT allows you to shift your charisma in spaces between the two attacks (normally it is 1)

Level 3: Shatterbone strike: Instead of a -2 to AC for one turn, you get it equal to your charisma if you take TT.

Daring Charge: A very nice power, really turning risk into reward, allows a nice bonus to AC with TT.

Dailies: The rage dailies have no added benefit from TT or Charisma.

Compared to some classes, the added benefits of the TT or RV seems about in line, or maybe a bit weaker.
 

Remove ads

Top