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Pramas: Does 4E have staying power?
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<blockquote data-quote="doctorhook" data-source="post: 4576977" data-attributes="member: 58401"><p>Imaro: I got rid of your weird formatting for my reply.</p><p></p><p>"Broken" in 3.5E is more substantial than "broken" in 4E. In 4E, a mildly-wonky, not-intended-for-player-use-but-being-used-regardless race (for example, the Kobold) will not break your game. In 3.5E, playing a LA/ECL race as a spellcaster will make you noticeably less effective against appropriate-level monsters if the LA is +1; if the LA is +2 or greater, you will outclassed by the monsters of your level. The advantage remains with 4E.</p><p></p><p>Yes, there are some powers which are objectively better than others, in both 3.5E and 4E. That said, again, being "broken" in 3.5E is a lot worse than being "broken" in 4E. Keeping this in mind, 4E never puts you in a "no choice but one" situation that could invalidate your character. Here, 4E is at least equal to 3.5E. (In fact, in this regard, 4E is a heck of a lot better than 3.5E, if you factor in 3.5E's metamagic.)</p><p></p><p>As for "class X" is better than "class Y", once more it's worth pointing out that brokenness is relative. If 4E's Warlocks are worse than it's Rangers (and I've seen scant evidence that they objectively are), they're still leagues more balanced than 3.5E's Clerics, Druids, and Wizards compared to 3.5E's Fighters, Monks, and Paladins. How much more time do we need? 3.5E can break itself without even leaving the <em>Player's Handbook</em>; the term "CoDzilla" is a testament to 3.5E's brokenness. Advantage is 4E, by a mile. </p><p> </p><p>He won't be an effective Defender. He will be an effective Controller, with a limited capacity to Defend. In 4E, a character's primary role is determined by that character's primary class, and effectiveness in that role is a function of being a member of that class, rather than the choices made within that class. Thus, in 4E, a Wizard who multiclasses as a Paladin remains effective as a Wizard, and gains a limited scope of the Paladin's capabilities.</p><p></p><p>OTOH, in 3.5E, a Paladin in a dungeon-crawl campaign could choose to specialize in mounted combat, effectively throwing away his opportunities to become more effective in the game. In 3.5E, a Rogue can choose just about whatever options he likes, and regardless, one of his best class features will remain entirely ineffective against a major portion of the monsters he encounters. In 3.5E, a Wizard (or a Cleric, or a Druid, or a Sorcerer) couldn't multiclass either as a Paladin or <em>anything</em> else without shooting themselves in the foot. Advantage? Obviously 4E.</p><p></p><p>Throw all the stones you like at 4E's wooden walls, Imaro; it won't stop 3.5E from being built from glass.</p></blockquote><p></p>
[QUOTE="doctorhook, post: 4576977, member: 58401"] Imaro: I got rid of your weird formatting for my reply. "Broken" in 3.5E is more substantial than "broken" in 4E. In 4E, a mildly-wonky, not-intended-for-player-use-but-being-used-regardless race (for example, the Kobold) will not break your game. In 3.5E, playing a LA/ECL race as a spellcaster will make you noticeably less effective against appropriate-level monsters if the LA is +1; if the LA is +2 or greater, you will outclassed by the monsters of your level. The advantage remains with 4E. Yes, there are some powers which are objectively better than others, in both 3.5E and 4E. That said, again, being "broken" in 3.5E is a lot worse than being "broken" in 4E. Keeping this in mind, 4E never puts you in a "no choice but one" situation that could invalidate your character. Here, 4E is at least equal to 3.5E. (In fact, in this regard, 4E is a heck of a lot better than 3.5E, if you factor in 3.5E's metamagic.) As for "class X" is better than "class Y", once more it's worth pointing out that brokenness is relative. If 4E's Warlocks are worse than it's Rangers (and I've seen scant evidence that they objectively are), they're still leagues more balanced than 3.5E's Clerics, Druids, and Wizards compared to 3.5E's Fighters, Monks, and Paladins. How much more time do we need? 3.5E can break itself without even leaving the [I]Player's Handbook[/I]; the term "CoDzilla" is a testament to 3.5E's brokenness. Advantage is 4E, by a mile. He won't be an effective Defender. He will be an effective Controller, with a limited capacity to Defend. In 4E, a character's primary role is determined by that character's primary class, and effectiveness in that role is a function of being a member of that class, rather than the choices made within that class. Thus, in 4E, a Wizard who multiclasses as a Paladin remains effective as a Wizard, and gains a limited scope of the Paladin's capabilities. OTOH, in 3.5E, a Paladin in a dungeon-crawl campaign could choose to specialize in mounted combat, effectively throwing away his opportunities to become more effective in the game. In 3.5E, a Rogue can choose just about whatever options he likes, and regardless, one of his best class features will remain entirely ineffective against a major portion of the monsters he encounters. In 3.5E, a Wizard (or a Cleric, or a Druid, or a Sorcerer) couldn't multiclass either as a Paladin or [I]anything[/I] else without shooting themselves in the foot. Advantage? Obviously 4E. Throw all the stones you like at 4E's wooden walls, Imaro; it won't stop 3.5E from being built from glass. [/QUOTE]
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