Player's Handbook 2: I haz it

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.

We obviously have a very different approach to the game. By now, we have been through a lot of characters, and to be honest, they look nor feel nothing the same to us, even when from the same class. /shrug
One per utility level is suitable enough for me. It's at least something, and not just 'wildshape = battle form and that's it'.

For what it is worth, I play a druid and the (even though daily) utility that allows you to switch to a small animal and go scout is awesome. Would I have prefered it to be at-will/encounter? Sure, but with it being a daily, it forces me to think and make choices. I like that.

Cheers
 

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For what it is worth, I play a druid and the (even though daily) utility that allows you to switch to a small animal and go scout is awesome. Would I have prefered it to be at-will/encounter? Sure, but with it being a daily, it forces me to think and make choices. I like that.
Oh, I'm fine with that. It's a complaint from one of my players.
 



According to the people over at rpg.net there is a paragon level feat for wild mage sorcerers that allows them to deal damage to adjacent enemies when they hit with a sorcerer at-will spell. Is that damage dealt to enemies adjacent to the target or adjacent to the sorcerer?

On a related note, does it look like the sorcerer is designed to enter melee combat? I know there is a spell-channeling feat that lets you channel your powers through your dagger at melee range. Is there anything else that supports a melee build?
 

Dave, can you tell me, in general terms, what the Barbarian's Charisma option is, and what the at-will, encounter, and daily options for them are (Level 1 only will do fine), again, generally?

Thanks!
 

According to the people over at rpg.net there is a paragon level feat for wild mage sorcerers that allows them to deal damage to adjacent enemies when they hit with a sorcerer at-will spell. Is that damage dealt to enemies adjacent to the target or adjacent to the sorcerer?

On a related note, does it look like the sorcerer is designed to enter melee combat? I know there is a spell-channeling feat that lets you channel your powers through your dagger at melee range. Is there anything else that supports a melee build?

One: It is each enemy adjacent to you takes damage equal to dex mod. I had not noticed hat before, that makes the ability a bit more interesting. Hit the guy over there, and wound he guys over here. Shimmering armor would help a lot.......

Two: Well, the sorcerer secondary abilities on str help a lot with AC. They get str to all arcane spells, and str to AC instead of dex/int unless in heavy armor, plus they get a +2 to ac for the encounter when they are first bloodied. So their AC should be decent. Add in the almost required leather armor prof, or even hide, and the added damage should be as good as the AC. They also have a couple nice encounters (Sudden Scales(utility 6), add +4 (or str+3 if Dragon Magic variant) to all defenses against one attack. That could be +7 or +8 even at low levels. Another is half damage and teleport, but that is also Utility 6 and is better for Wild Mages.

Sorcerers like being dragonborn hands down. Str + Cha is just too good.
 


According to the people over at rpg.net there is a paragon level feat for wild mage sorcerers that allows them to deal damage to adjacent enemies when they hit with a sorcerer at-will spell. Is that damage dealt to enemies adjacent to the target or adjacent to the sorcerer?

On a related note, does it look like the sorcerer is designed to enter melee combat? I know there is a spell-channeling feat that lets you channel your powers through your dagger at melee range. Is there anything else that supports a melee build?

The Dragon sorceror has a lot of blast powers that would put it into melee range. The dagger feat gives you more melee ability. The wild build has a way to boost your AC (roll evens, and there are certain ways to 'choose' to roll evens through powers and items). A dragon sorceror has strength as a secondary, so may not even need melee training to make basic attacks. Even as a wild mage, you can take melee training, and you don't have to worry about implement + weapon since their implements are weapons. You'll need to invest in armor (leather minimum) and probably want some health boosters.
 


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