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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Should I play 4e?
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<blockquote data-quote="Imaro" data-source="post: 7622055" data-attributes="member: 48965"><p>I'm more of a real examples type of guy so let's actually take a look at the Utilities for the classes just in the PHB for 4e say up to level 10...</p><p></p><p>At level 2 the Wizard can...</p><p>1. Move at 2x his speed</p><p>2. Stop himself or anyone from taking damage from a fall of any distance.</p><p>3. Leap great distances</p><p>4. Create a magical shield to protect oneself</p><p></p><p>At level 6 the Wizard can...</p><p>1. Teleport himself 50ft</p><p>2. Magically disguise himself</p><p>3. Dispel Magic</p><p>4. Turn himself or another creature invisible</p><p>5. Levitate 20ft</p><p>6. Create Fog to obstruct sight and offer concealment.</p><p></p><p>At level 10 the Wizard can...</p><p>1. Create portals up to 100ft apart that anyone can use to teleport</p><p>2. Create multiple copies of himself to confuse foes</p><p>3. Blur himself to hinder foes</p><p>4. Grant himself or someone else resistances to various damage types</p><p></p><p>Now let's look at what a Fighter can do...</p><p></p><p>At level 2 the fighter can...</p><p>1. Gain regeneration when bloodied</p><p>2. Let a willing ally move 2 squares</p><p>3. Cancel the combat advantage of an enemy attacking you</p><p>4. Gain temp hit points</p><p></p><p>At level 6 the fighter can...</p><p>1. Gain +10 to Initiative</p><p>2. Gain a +2 bonus to one defense</p><p>3. Reduce damage from an attack</p><p></p><p>At level 10 the fighter can...</p><p>1. Move 3 squares as long as you end adjacent to an enemy</p><p>2. Take no damage from a hit but stunned and -2 to all defenses</p><p>3. Boost allies defenses by +1 or +2 for the encounter.</p><p></p><p>Hmm... okay these are supposed to be the non-combat/Utility powers and much like every edition of D&D 4e gives the fighter more fightery things to do wile giving the wizard more power through versatility (the main culprit of "quadratic" power) as well as powers for in combat. And this is before we even begin to touch on rituals (which become inexpensiv by mid-heroic and higher), just looking at the ones for Arcana up to level 10 we have...</p><p></p><p>Comprehend Language Arcana </p><p>Magic Mouth Arcana</p><p>Make Whole Arcana</p><p>Secret Page Arcana</p><p>Silence Arcana</p><p>Tenser’s Floating Disk Arcana</p><p>Endure Elements Arcana or Nature </p><p>Eye of Alarm Arcana </p><p>Detect Secret Doors Arcana </p><p> Arcane Lock Arcana </p><p>Enchant Magic Item Arcana </p><p>Knock Arcana </p><p>Brew Potion Arcana or Religion </p><p>Hallucinatory Item Arcana </p><p> Magic Circle Arcana </p><p>Disenchant Magic Item Arcana </p><p> Leomund’s Secret Chest Arcana </p><p>Phantom Steed Arcana </p><p>Sending Arcana </p><p>Linked Portal Arcana </p><p> Water Breathing Arcana or Nature </p><p>Wizard’s Sight Arcana </p><p>Detect Object Arcana</p><p></p><p>But yeah keep telling me how badly the wizard was nerfed and the fighter was given parity in 4e...</p></blockquote><p></p>
[QUOTE="Imaro, post: 7622055, member: 48965"] I'm more of a real examples type of guy so let's actually take a look at the Utilities for the classes just in the PHB for 4e say up to level 10... At level 2 the Wizard can... 1. Move at 2x his speed 2. Stop himself or anyone from taking damage from a fall of any distance. 3. Leap great distances 4. Create a magical shield to protect oneself At level 6 the Wizard can... 1. Teleport himself 50ft 2. Magically disguise himself 3. Dispel Magic 4. Turn himself or another creature invisible 5. Levitate 20ft 6. Create Fog to obstruct sight and offer concealment. At level 10 the Wizard can... 1. Create portals up to 100ft apart that anyone can use to teleport 2. Create multiple copies of himself to confuse foes 3. Blur himself to hinder foes 4. Grant himself or someone else resistances to various damage types Now let's look at what a Fighter can do... At level 2 the fighter can... 1. Gain regeneration when bloodied 2. Let a willing ally move 2 squares 3. Cancel the combat advantage of an enemy attacking you 4. Gain temp hit points At level 6 the fighter can... 1. Gain +10 to Initiative 2. Gain a +2 bonus to one defense 3. Reduce damage from an attack At level 10 the fighter can... 1. Move 3 squares as long as you end adjacent to an enemy 2. Take no damage from a hit but stunned and -2 to all defenses 3. Boost allies defenses by +1 or +2 for the encounter. Hmm... okay these are supposed to be the non-combat/Utility powers and much like every edition of D&D 4e gives the fighter more fightery things to do wile giving the wizard more power through versatility (the main culprit of "quadratic" power) as well as powers for in combat. And this is before we even begin to touch on rituals (which become inexpensiv by mid-heroic and higher), just looking at the ones for Arcana up to level 10 we have... Comprehend Language Arcana Magic Mouth Arcana Make Whole Arcana Secret Page Arcana Silence Arcana Tenser’s Floating Disk Arcana Endure Elements Arcana or Nature Eye of Alarm Arcana Detect Secret Doors Arcana Arcane Lock Arcana Enchant Magic Item Arcana Knock Arcana Brew Potion Arcana or Religion Hallucinatory Item Arcana Magic Circle Arcana Disenchant Magic Item Arcana Leomund’s Secret Chest Arcana Phantom Steed Arcana Sending Arcana Linked Portal Arcana Water Breathing Arcana or Nature Wizard’s Sight Arcana Detect Object Arcana But yeah keep telling me how badly the wizard was nerfed and the fighter was given parity in 4e... [/QUOTE]
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Should I play 4e?
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