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<blockquote data-quote="Traycor" data-source="post: 3922578" data-attributes="member: 54613"><p>No probs. I knew ahead of time that some of these would probably have people scratching their heads.</p><p></p><p>A multi-cleric and multi-wiz party was well off, but almost any combination that didn't have a cleric & and a wiz/sorcerer was in a world of hurt. I remember one time we tried to run a game with a monk, rogue, and a bard. The results weren't very pretty. From what we are being told, such strange combinations could now be viable (especially with abilities such as second wind)</p><p></p><p>While we don't have specifics, we do have some tidbits that are very enlightening. In one of the playtests, the character is primarily a Warlord with a wiz level, yet he is roasting up opponents on the barby. Under 3E there would have been no roasting. In fact, in 3E the character with 1 wiz lvl would have picked a utility spell only to memorize because offensive magic would have been pointless.</p><p></p><p>I see your point, but if feats aren't introducing all-new abilities, but are instead enhancing current ones, there is a certain amount of power creep that will be culled from the system. I could see new talent trees causing creep, but feats under this new method are less likely.</p><p></p><p>We've been told that even epic level characters will be in the "sweet spot" on the balance of abilities and math that the characters have available. While we don't know exactly what this means yet, there is no possible way that players have the vast amount of strange abilities at high levels that they have in 3E. Once we were in epic levels even my melee players had to keep pages worth of notes on what powers they had, and would forget some of them for several game sessions in a row.</p><p>Simplifying those numbers/abilities to match lvl 12 play is a vast streamlining of high level abilities.</p></blockquote><p></p>
[QUOTE="Traycor, post: 3922578, member: 54613"] No probs. I knew ahead of time that some of these would probably have people scratching their heads. A multi-cleric and multi-wiz party was well off, but almost any combination that didn't have a cleric & and a wiz/sorcerer was in a world of hurt. I remember one time we tried to run a game with a monk, rogue, and a bard. The results weren't very pretty. From what we are being told, such strange combinations could now be viable (especially with abilities such as second wind) While we don't have specifics, we do have some tidbits that are very enlightening. In one of the playtests, the character is primarily a Warlord with a wiz level, yet he is roasting up opponents on the barby. Under 3E there would have been no roasting. In fact, in 3E the character with 1 wiz lvl would have picked a utility spell only to memorize because offensive magic would have been pointless. I see your point, but if feats aren't introducing all-new abilities, but are instead enhancing current ones, there is a certain amount of power creep that will be culled from the system. I could see new talent trees causing creep, but feats under this new method are less likely. We've been told that even epic level characters will be in the "sweet spot" on the balance of abilities and math that the characters have available. While we don't know exactly what this means yet, there is no possible way that players have the vast amount of strange abilities at high levels that they have in 3E. Once we were in epic levels even my melee players had to keep pages worth of notes on what powers they had, and would forget some of them for several game sessions in a row. Simplifying those numbers/abilities to match lvl 12 play is a vast streamlining of high level abilities. [/QUOTE]
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