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(Rambling) Why 4e doesn't "feel" 1e...
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<blockquote data-quote="AllisterH" data-source="post: 4506338" data-attributes="member: 51325"><p>1. Burst Damage</p><p> </p><p>While generally speaking true that martial characters didn't have "burst" capability, 3E actually introduced this capability all the way back in 3.0 with the uber-charger builds.</p><p> </p><p>The "uber-charger" was a build that focused on one-round "burst" damage thanks to stacking many feats and weapons onto the usually "once per encounter (heh)" combat schtick of the charge (either on horseback where it was just sick AND wrong in terms of damage or just regular charge where it was just sick)</p><p> </p><p>2. Mechanics define the feel of the class.</p><p> </p><p>I don't think this is true and I think WOTC figured this out thanks to a couple of things...</p><p> </p><p>Namely, the feel and play between a swordsage, crusader and a warblade and as well, the difference in play between a dread necromancer, warmage and a beguiler. This is also why the spellcasting classes got nerfed from 3.0</p><p> </p><p>These sets of classes are basically reskins of one another. However, nobody I know says a beguiler plays the same as a dread necromancer or that a crusader plays the same as a swordsage.</p><p> </p><p>What I think WOTC recognized was that you couldn't allow a class to have unlimited options (a.k.a the cleric and the mage) as this not only affected other classes but in fact gave the similar level of feel between classes. (many sorcerors and wizards resemble carbon-copy of each toher due to having unlimited spell choices whereas the same doesn't apply to say a beguiler and a warmage...)</p></blockquote><p></p>
[QUOTE="AllisterH, post: 4506338, member: 51325"] 1. Burst Damage While generally speaking true that martial characters didn't have "burst" capability, 3E actually introduced this capability all the way back in 3.0 with the uber-charger builds. The "uber-charger" was a build that focused on one-round "burst" damage thanks to stacking many feats and weapons onto the usually "once per encounter (heh)" combat schtick of the charge (either on horseback where it was just sick AND wrong in terms of damage or just regular charge where it was just sick) 2. Mechanics define the feel of the class. I don't think this is true and I think WOTC figured this out thanks to a couple of things... Namely, the feel and play between a swordsage, crusader and a warblade and as well, the difference in play between a dread necromancer, warmage and a beguiler. This is also why the spellcasting classes got nerfed from 3.0 These sets of classes are basically reskins of one another. However, nobody I know says a beguiler plays the same as a dread necromancer or that a crusader plays the same as a swordsage. What I think WOTC recognized was that you couldn't allow a class to have unlimited options (a.k.a the cleric and the mage) as this not only affected other classes but in fact gave the similar level of feel between classes. (many sorcerors and wizards resemble carbon-copy of each toher due to having unlimited spell choices whereas the same doesn't apply to say a beguiler and a warmage...) [/QUOTE]
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