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Retrospective: 3.x stuff I'm glad I left behind
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<blockquote data-quote="Runestar" data-source="post: 4533881" data-attributes="member: 72317"><p>It was more of a means to an end, IMO. In 3e, PA was really the only thing fighters had going which would make them remotely anywhere near the power level of casters, so it is little surprise every melee build ended up taking it, or trying to abuse the heck out of it. In 4e, all classes are more or less the same balance-wise, so you don't need power attack anymore (and given the all or nothing nature of attacks, it may actually be more of a liability!). <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p></p><p></p><p>What classes are there whose power level is so dependent on an animal companion? While at lower lvs, "fighter" was a druid class feature, it was by no means his only strength, seeing as to how he got wildshape at 5th lv, the ability to cast spells while wildshaped at 6th, and the endurance to remain in wildshape 24/7 at 8th lv.<img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" /></p><p></p><p></p><p></p><p>It is a mixed bag for me. 4e made spellcaster multiclassing viable to an extent, but at the cost of making multiclassing suck in general (let us not even go into the disaster that is paragon multiclassing). </p><p></p><p>3e multiclassing was clearly applicable only to non-caster classes. I am indifferent here, since it seems that I have lost as much as I gained, if not more.</p><p></p><p></p><p></p><p>You mean the ludicrity of having your non-magical fighters magically heal their wounds in mid-combat? This just seems to pigeon-hole the encounters such that all wounds inflicted on the PCs must be "imaginary" in nature, with the "real wounds" appearing only when they are reduced to their last 10 hp or something. An extended rest restoring everyone to full hp?</p><p></p><p>Wands of CLW/vigor may be cheesy, but at least they made sense from a "logic" POV. How is it that the players can take a licking ever so often, and still have the stamina to tough it out and continue adventuring, even after suffering wounds great enough to fell even the most hardy of explorers? Magic. I have ways of explaining how they recover from giants clubbing them in the head, spearing them through the chest (all narrative, of course) etc, which are clearly not viable under the 5-minute rest rationale.</p><p></p><p></p><p></p><p>I am actually an advocate of the limiting class-skill list in 3e, though I acknowledge there are a few shortcomings. However, I don't really like ready access to cross-thematic skills, such as spellcraft for barbarians.</p></blockquote><p></p>
[QUOTE="Runestar, post: 4533881, member: 72317"] It was more of a means to an end, IMO. In 3e, PA was really the only thing fighters had going which would make them remotely anywhere near the power level of casters, so it is little surprise every melee build ended up taking it, or trying to abuse the heck out of it. In 4e, all classes are more or less the same balance-wise, so you don't need power attack anymore (and given the all or nothing nature of attacks, it may actually be more of a liability!). :p What classes are there whose power level is so dependent on an animal companion? While at lower lvs, "fighter" was a druid class feature, it was by no means his only strength, seeing as to how he got wildshape at 5th lv, the ability to cast spells while wildshaped at 6th, and the endurance to remain in wildshape 24/7 at 8th lv.:erm: It is a mixed bag for me. 4e made spellcaster multiclassing viable to an extent, but at the cost of making multiclassing suck in general (let us not even go into the disaster that is paragon multiclassing). 3e multiclassing was clearly applicable only to non-caster classes. I am indifferent here, since it seems that I have lost as much as I gained, if not more. You mean the ludicrity of having your non-magical fighters magically heal their wounds in mid-combat? This just seems to pigeon-hole the encounters such that all wounds inflicted on the PCs must be "imaginary" in nature, with the "real wounds" appearing only when they are reduced to their last 10 hp or something. An extended rest restoring everyone to full hp? Wands of CLW/vigor may be cheesy, but at least they made sense from a "logic" POV. How is it that the players can take a licking ever so often, and still have the stamina to tough it out and continue adventuring, even after suffering wounds great enough to fell even the most hardy of explorers? Magic. I have ways of explaining how they recover from giants clubbing them in the head, spearing them through the chest (all narrative, of course) etc, which are clearly not viable under the 5-minute rest rationale. I am actually an advocate of the limiting class-skill list in 3e, though I acknowledge there are a few shortcomings. However, I don't really like ready access to cross-thematic skills, such as spellcraft for barbarians. [/QUOTE]
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