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Remind me again why I should like the PHB II?
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<blockquote data-quote="Henry" data-source="post: 3027131" data-attributes="member: 158"><p>Here's what I got out of it:</p><p></p><p>Knight -- excellent Armored tank who can offer challenges and stand ground almost as good as a dwarven defender -- but without having to be a dwarf.</p><p></p><p>Beguiler and Duskblade -- excellent blended "charmer/rogue" and "fighter/mage" classes, which remove the weakness constantly present in the basic D&D multiclasses. If you find any players expressing an interest in a classic warrior or thief/mage, point them this way.</p><p></p><p>Feats -- Fighters have VERY VERY VERY badly needed feats geared for above 10th level play, and they are the only ones with the sheer number of feat choices who can seriously take advantage of the feats in the PHB2. If you have lower-level games, this won't be as big for you.</p><p></p><p>The affiliations -- if you have trouble getting your players to get more involved in game-world organizations, behind-the scenes RPG'ing, and campaigning for more authority in your world, affiliations is the "carrot and stick" to help this along.</p><p></p><p>The rebuild quests I didn't get much out of, because it's a little too far-fetched for my tastes, but the retraining options are very well balanced and offer a player a chance to swap something out without breaking continuity too much. If you have your own system that's working for that, it's not as useful.</p></blockquote><p></p>
[QUOTE="Henry, post: 3027131, member: 158"] Here's what I got out of it: Knight -- excellent Armored tank who can offer challenges and stand ground almost as good as a dwarven defender -- but without having to be a dwarf. Beguiler and Duskblade -- excellent blended "charmer/rogue" and "fighter/mage" classes, which remove the weakness constantly present in the basic D&D multiclasses. If you find any players expressing an interest in a classic warrior or thief/mage, point them this way. Feats -- Fighters have VERY VERY VERY badly needed feats geared for above 10th level play, and they are the only ones with the sheer number of feat choices who can seriously take advantage of the feats in the PHB2. If you have lower-level games, this won't be as big for you. The affiliations -- if you have trouble getting your players to get more involved in game-world organizations, behind-the scenes RPG'ing, and campaigning for more authority in your world, affiliations is the "carrot and stick" to help this along. The rebuild quests I didn't get much out of, because it's a little too far-fetched for my tastes, but the retraining options are very well balanced and offer a player a chance to swap something out without breaking continuity too much. If you have your own system that's working for that, it's not as useful. [/QUOTE]
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Remind me again why I should like the PHB II?
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