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Siloing: Good or Bad?
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<blockquote data-quote="Sadrik" data-source="post: 5038007" data-attributes="member: 14506"><p>I think there is a disconnect as to WHAT SILOING IS in this context. My understanding is that rituals were siloed off of the power system so that you did not have to choose between Identify and Magic Missile. Now you choose MM from a list of attacks and you choose Identify from a list of other rituals. Utility powers were thinnly sliced away from attacks as a group of combat effects that do not roll an attack die. In some cases they can also be used outside of combat. </p><p></p><p>The various attacks that you choose from have diversified to every class no longer are they just for spell casters and there are now 13 "spell" levels for attacks powers (14 if you include at-will) instead of 0-9th level spells. So the system is striated from 10 spell levels to 14 to encompass 30 levels instead of 20. This adds some hair spliting as to which spells are more powerful than others, in fact, some lower level attacks are clearly superior to upper level ones.</p><p></p><p>The 4e skill system is arguably less siloed off than previous editions. In the current edition you select around 4 skills that are tied to your class that you get +5 in. To get additional skills you have to spend feats which come from feats that can help you in combat. So you make the choice combat feat or gain a new skill. Previously in 3e you gained a certain amount of skill points dependent on your class and spent them how you liked. I like the 4e skill system better but it is more integrated into the system and not as siloed off as some of you suggest.</p><p></p><p>So the 4e SILOING CONCEPT IS: rituals split off from attacks. Remember the mount spell example given in the development article.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 5038007, member: 14506"] I think there is a disconnect as to WHAT SILOING IS in this context. My understanding is that rituals were siloed off of the power system so that you did not have to choose between Identify and Magic Missile. Now you choose MM from a list of attacks and you choose Identify from a list of other rituals. Utility powers were thinnly sliced away from attacks as a group of combat effects that do not roll an attack die. In some cases they can also be used outside of combat. The various attacks that you choose from have diversified to every class no longer are they just for spell casters and there are now 13 "spell" levels for attacks powers (14 if you include at-will) instead of 0-9th level spells. So the system is striated from 10 spell levels to 14 to encompass 30 levels instead of 20. This adds some hair spliting as to which spells are more powerful than others, in fact, some lower level attacks are clearly superior to upper level ones. The 4e skill system is arguably less siloed off than previous editions. In the current edition you select around 4 skills that are tied to your class that you get +5 in. To get additional skills you have to spend feats which come from feats that can help you in combat. So you make the choice combat feat or gain a new skill. Previously in 3e you gained a certain amount of skill points dependent on your class and spent them how you liked. I like the 4e skill system better but it is more integrated into the system and not as siloed off as some of you suggest. So the 4e SILOING CONCEPT IS: rituals split off from attacks. Remember the mount spell example given in the development article. [/QUOTE]
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