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Promises, promises...what WotC said, and actually did, with 4E
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<blockquote data-quote="Cadfan" data-source="post: 4425640" data-attributes="member: 40961"><p>I'm pretty sure that quest cards were just a sidebar matter from the very begining. I think it was only the hype from the trolls that explained them as some sort of core mechanic.</p><p> </p><p>Rings only slightly changed. You can wear them at any level, there just aren't any available until certain levels. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Accomplishes the same thing, and more reasonably. I approve.</p><p> </p><p>They should have kept the Emerald Frost stuff. I mean, they did, in a way, but they should have kept it completely. Its no different from having deities matter for clerics, so the people who whined should have been ignored. I totally agree that the level limits on rings were unnecessary (though not as big of a deal as some made them out to be) but the hate on the Emerald Frost stuff was an area where the whiners really messed things up for the game. Look at the Warlock- what connection does teleportation and mind control have? Nothing except a flavor based one- they both relate to the feywild as WOTC has envisioned it. But they go together like peanut butter and chocolate when mixed by competent game designers. The whiners denied us the possibility that wizards could have similar elegant merging of flavor and mechanics, instead guaranteeing that the wizard class boiled down to "generic wielder of elemental damage types." All because they don't like proper nouns. Fools, all of them.</p><p> </p><p>Race does matter. I wouldn't call that something that changed. Maybe people expected more, I don't know, but we ended up with racial powers and racial feats, all of which were designed to be useful in the long term instead of just as a small score modifier at low levels.</p><p> </p><p>My only real complaint is multiclassing. They put together a great architecture for it, but didn't deliver. It should work better once more classes exist (because the biggest barriers are ability score synergy and lack of free hands for extra weapons or implements), but it doesn't quite work now. And in any case, paragon paths are a better way to multiclass. Why multiclass your cleric into a fighter when you can take a paragon path that gives you a fighter's marking abilities? You get the idea. The architecture exists, it just remains to be actually use it.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4425640, member: 40961"] I'm pretty sure that quest cards were just a sidebar matter from the very begining. I think it was only the hype from the trolls that explained them as some sort of core mechanic. Rings only slightly changed. You can wear them at any level, there just aren't any available until certain levels. :) Accomplishes the same thing, and more reasonably. I approve. They should have kept the Emerald Frost stuff. I mean, they did, in a way, but they should have kept it completely. Its no different from having deities matter for clerics, so the people who whined should have been ignored. I totally agree that the level limits on rings were unnecessary (though not as big of a deal as some made them out to be) but the hate on the Emerald Frost stuff was an area where the whiners really messed things up for the game. Look at the Warlock- what connection does teleportation and mind control have? Nothing except a flavor based one- they both relate to the feywild as WOTC has envisioned it. But they go together like peanut butter and chocolate when mixed by competent game designers. The whiners denied us the possibility that wizards could have similar elegant merging of flavor and mechanics, instead guaranteeing that the wizard class boiled down to "generic wielder of elemental damage types." All because they don't like proper nouns. Fools, all of them. Race does matter. I wouldn't call that something that changed. Maybe people expected more, I don't know, but we ended up with racial powers and racial feats, all of which were designed to be useful in the long term instead of just as a small score modifier at low levels. My only real complaint is multiclassing. They put together a great architecture for it, but didn't deliver. It should work better once more classes exist (because the biggest barriers are ability score synergy and lack of free hands for extra weapons or implements), but it doesn't quite work now. And in any case, paragon paths are a better way to multiclass. Why multiclass your cleric into a fighter when you can take a paragon path that gives you a fighter's marking abilities? You get the idea. The architecture exists, it just remains to be actually use it. [/QUOTE]
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Promises, promises...what WotC said, and actually did, with 4E
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