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<blockquote data-quote="Dungeoneer" data-source="post: 5447614" data-attributes="member: 91777"><p>Personally I think that if people aren't playing a class it's flavor that's to blame more than mechanics. Mechanics don't stop someone from picking a class in the first place; they pick it, level a few times and then realize they're not having fun and want to roll something different. But you don't see tons of people on the forums begging for better feats for their Runepriests. That's because they don't roll them up in the first place and never have a chance to run into wonky mechanics. You gotta look at the flavor first.</p><p></p><p>So, it's a guy who is really into deciphering runes. Okay, conceptually their seems like there's a space for that. But then why is he <em>divine</em>? The concept screams arcane to me. </p><p></p><p>Some posters here have said that the Runepriest reminds them of this or that fantasy trope. And that's cool. But it doesn't remind <em>me</em> of anything, and I bet you this is true for most people. Guy with a hammer + runes + he's a priest + defensive and offensive bonuses = ???. It doesn't add up to anything for me. </p><p></p><p>If you had to pitch the Runepriest to me in one sentence (and not too long of a sentence at that), what would you say? I'd be hard pressed to come up with one.</p><p></p><p>Contrast this with another divine class that is new to 4e, the Avenger. It's got a two word pitch: <strong>divine assassin</strong>. <em>Sold!</em> And better yet, the mechanics back that concept up in a very nice way.</p><p></p><p>The Runepriest lacks a clearly articulated hook. It doesn't reflect a fantasy trope most players are familiar with. So whether the mechanics are good or bad, most people aren't going to take a second look at them.</p></blockquote><p></p>
[QUOTE="Dungeoneer, post: 5447614, member: 91777"] Personally I think that if people aren't playing a class it's flavor that's to blame more than mechanics. Mechanics don't stop someone from picking a class in the first place; they pick it, level a few times and then realize they're not having fun and want to roll something different. But you don't see tons of people on the forums begging for better feats for their Runepriests. That's because they don't roll them up in the first place and never have a chance to run into wonky mechanics. You gotta look at the flavor first. So, it's a guy who is really into deciphering runes. Okay, conceptually their seems like there's a space for that. But then why is he [I]divine[/I]? The concept screams arcane to me. Some posters here have said that the Runepriest reminds them of this or that fantasy trope. And that's cool. But it doesn't remind [I]me[/I] of anything, and I bet you this is true for most people. Guy with a hammer + runes + he's a priest + defensive and offensive bonuses = ???. It doesn't add up to anything for me. If you had to pitch the Runepriest to me in one sentence (and not too long of a sentence at that), what would you say? I'd be hard pressed to come up with one. Contrast this with another divine class that is new to 4e, the Avenger. It's got a two word pitch: [B]divine assassin[/B]. [I]Sold![/I] And better yet, the mechanics back that concept up in a very nice way. The Runepriest lacks a clearly articulated hook. It doesn't reflect a fantasy trope most players are familiar with. So whether the mechanics are good or bad, most people aren't going to take a second look at them. [/QUOTE]
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