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<blockquote data-quote="Plane Sailing" data-source="post: 4360051" data-attributes="member: 114"><p>using the terminology which WotC devs introduced a while ago, are there any 'proud nails' for you in 4e yet?</p><p></p><p>By which I don't mean whole rule subsystems which you don't like - this isn't the thread for that - but just odd little things that you worry don't fit.</p><p></p><p>Here are my first ones:</p><p></p><p><strong>Ranger archer vs two weapon fighting - one weapon vs two</strong></p><p></p><p>It seems that the archer ranger is strictly better off than the two weapon fighting ranger for most of his career. Not only does he spend most of his time shooting from out of immediate melee reach of his foes, he can have one enchanted weapon and get full benefit of it on all attacks he makes with, for instance, Twin Strike.</p><p></p><p>The two weapon fighting ranger would have to spend double the money on enchanting two separate weapons. </p><p></p><p>Does the higher number of ranger exploits which are for melee and give two attacks offset this? Enough?</p><p></p><p><strong>Orbs vs other implements</strong></p><p></p><p>At the moment the Orb seems a strictly better implement than the other choices - its' power seems much more encounter defining than the others. If the wand mastery gave its bonus to all attack rolls made by a spell (e.g. add it to all attacks against something in a burst) then wand might be more of a match, but the poor staff user seems like a much poorer option.</p><p></p><p>In an early 'design and development' article they said that staffs were going to be connected to close blast and burst powers, but they seem to have changed their mind on that, which is a shame.</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 4360051, member: 114"] using the terminology which WotC devs introduced a while ago, are there any 'proud nails' for you in 4e yet? By which I don't mean whole rule subsystems which you don't like - this isn't the thread for that - but just odd little things that you worry don't fit. Here are my first ones: [B]Ranger archer vs two weapon fighting - one weapon vs two[/B] It seems that the archer ranger is strictly better off than the two weapon fighting ranger for most of his career. Not only does he spend most of his time shooting from out of immediate melee reach of his foes, he can have one enchanted weapon and get full benefit of it on all attacks he makes with, for instance, Twin Strike. The two weapon fighting ranger would have to spend double the money on enchanting two separate weapons. Does the higher number of ranger exploits which are for melee and give two attacks offset this? Enough? [B]Orbs vs other implements[/B] At the moment the Orb seems a strictly better implement than the other choices - its' power seems much more encounter defining than the others. If the wand mastery gave its bonus to all attack rolls made by a spell (e.g. add it to all attacks against something in a burst) then wand might be more of a match, but the poor staff user seems like a much poorer option. In an early 'design and development' article they said that staffs were going to be connected to close blast and burst powers, but they seem to have changed their mind on that, which is a shame. [/QUOTE]
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