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Removing homogenity from 4e
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<blockquote data-quote="Tallifer" data-source="post: 4915875" data-attributes="member: 84661"><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px">Someone has thus far conceded that 4e strikers all play very differently.</span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px">I assert that defenders play very differently as well. So far I have played a paladin and a fighter and what a paradigm shift!</span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px">The paladin, relying on his charisma, is the diplomat and interrogator of the party. In combat, he must decide when and how to use his ranged prayers without provokign opportunity attacks. He must figure out how to mark and make it stick with his divine challenge and sanction. Also, he heals. His will is stubborn, his reflex clumsy and his fortitude mediocre. So he is never dominated or afraid, but he can easily be burnt.</span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px">The fighter is not particulary good at any skills, although his perception is decent. Marking and defending is easy and impressive. But when the dragon flies upwards, he is stuck with throwing a javelin. His will is mediocre, his reflex clumsy and his fortitude like a rock. He is never frozen or slowed, but he burns like toast and sometiems runs away.</span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px">The paladin is a human. Action surge, an extra feat, an extra at will, an extra skill, needs eight hours and makes a lousy guard. Plus it sucks when the ranger wakes him up to fight and he must put on his armour.</span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px">The fighter is warforged. Resilience, warforged tactics, never sleeps, wears his armour all the time and guards everyone else.</span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px">As for "get a feat, get a daily, blah blah." I cannot think how to reply to someone who cannot see how different each class's daily powers are. Yes, soem things have similarlities, but that was the same in every edition. I remember my eyes glazing over as a 1st edition wizard: "Bleah a new level, a new damage spell, a useful spell, and a whole pile of obscure, complicated, remotely useful spells." The other more wizardly players could not understand my lack of enthusiasm. And they were right, just as it is right to dismiss claims of homogeneity in 4th edition.</span></span></p></blockquote><p></p>
[QUOTE="Tallifer, post: 4915875, member: 84661"] [FONT=Times New Roman][SIZE=3]Someone has thus far conceded that 4e strikers all play very differently.[/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3]I assert that defenders play very differently as well. So far I have played a paladin and a fighter and what a paradigm shift![/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3]The paladin, relying on his charisma, is the diplomat and interrogator of the party. In combat, he must decide when and how to use his ranged prayers without provokign opportunity attacks. He must figure out how to mark and make it stick with his divine challenge and sanction. Also, he heals. His will is stubborn, his reflex clumsy and his fortitude mediocre. So he is never dominated or afraid, but he can easily be burnt.[/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3]The fighter is not particulary good at any skills, although his perception is decent. Marking and defending is easy and impressive. But when the dragon flies upwards, he is stuck with throwing a javelin. His will is mediocre, his reflex clumsy and his fortitude like a rock. He is never frozen or slowed, but he burns like toast and sometiems runs away.[/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3]The paladin is a human. Action surge, an extra feat, an extra at will, an extra skill, needs eight hours and makes a lousy guard. Plus it sucks when the ranger wakes him up to fight and he must put on his armour.[/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3]The fighter is warforged. Resilience, warforged tactics, never sleeps, wears his armour all the time and guards everyone else.[/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3]As for "get a feat, get a daily, blah blah." I cannot think how to reply to someone who cannot see how different each class's daily powers are. Yes, soem things have similarlities, but that was the same in every edition. I remember my eyes glazing over as a 1st edition wizard: "Bleah a new level, a new damage spell, a useful spell, and a whole pile of obscure, complicated, remotely useful spells." The other more wizardly players could not understand my lack of enthusiasm. And they were right, just as it is right to dismiss claims of homogeneity in 4th edition.[/SIZE][/FONT] [/QUOTE]
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