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Please step away from the 4th edition "effect everything" abilities.
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<blockquote data-quote="Sunseeker" data-source="post: 5914713"><p>3rd ed rangers had hunters quarry, it was a standard action, which gave you a +2 insight bonus to damage and attacks.</p><p></p><p>The issue with highly situational abilities is that they demand an incredibly high-level of communication on behalf of the DM. If my player rolls up a paladin because I told him we'd probably fight some zombies, and then for the rest of the game we're fighting golems or something, because that was what I planned or what the party got themselves into, I really think makes it difficult to surprise the players.</p><p></p><p>Secondly, I feel that, as always, the arcane caster is the least affected by these things. Sure, one or two of their spells don't work on one or two creatures, but by and large everything they have works on everything they attack. This quickly leads to caster-superiority when "Fireball" kills everything, while the Paladin is sitting around waiting for some demons to appear because he can only smite evil.</p><p></p><p>I mean, this is basically why every Paladin ever Prestiege-classed into Greyguard, because it avoided all the ridiculous restrictions.</p><p></p><p>I'm fine with SOME restrictions, but they should have a point, and make sense within the gameworld.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 5914713"] 3rd ed rangers had hunters quarry, it was a standard action, which gave you a +2 insight bonus to damage and attacks. The issue with highly situational abilities is that they demand an incredibly high-level of communication on behalf of the DM. If my player rolls up a paladin because I told him we'd probably fight some zombies, and then for the rest of the game we're fighting golems or something, because that was what I planned or what the party got themselves into, I really think makes it difficult to surprise the players. Secondly, I feel that, as always, the arcane caster is the least affected by these things. Sure, one or two of their spells don't work on one or two creatures, but by and large everything they have works on everything they attack. This quickly leads to caster-superiority when "Fireball" kills everything, while the Paladin is sitting around waiting for some demons to appear because he can only smite evil. I mean, this is basically why every Paladin ever Prestiege-classed into Greyguard, because it avoided all the ridiculous restrictions. I'm fine with SOME restrictions, but they should have a point, and make sense within the gameworld. [/QUOTE]
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Please step away from the 4th edition "effect everything" abilities.
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