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<blockquote data-quote="AbdulAlhazred" data-source="post: 6931250" data-attributes="member: 82106"><p>I agree with you on this one. In my hack the Paladin is the strong warlike fighty one that bashes enemies with his weapons. He can inspire and fortify, but his 'casting' is pretty limited, more like the OD&D paladin concept where he's just going to have a few specific abilities. The cleric is more like the 4e 'laser cleric' kind of builds, or pure healer builds. He might wear some heavier armor, or not, but he's not going usually wield a weapon much, and his primary function is heal/bolster/buff/debuff leader stuff.</p><p></p><p></p><p></p><p>Well, I found that there was really NO reason for the 4e division into GW and Sword-n-Board that they had in the PHB (or really the later division into two-weapon etc variations). The reason being that a player is MUCH more likely to build around one or another of these techniques anyway. Its not likely that you'll haul around a shield and a longsword to switch in and out with your greatsword in the middle of a combat, or even an adventure. So basically using mechanics to enforce that doesn't really add to the game. In my hack fighters get specific benefits with different weapon styles, but every fighter gets ALL of them. You can pick further boons later on that build on a particular style, or on a weapon that favors one style, but you can also build up more than one if you have some specific reason to want to.</p><p></p><p>This works well for instance in removing the need for special builds just to create a throw and charge type Ranger (or fighter for that matter, though 4e never provided that option). A fighter can simply use his two-weapon capability, chuck his hand axe at someone, and then grasp his waraxe in both hands and start lopping off heads, without any real disadvantage accruing there since his two-weapon bonus will help with one, and his two-handed fighting bonus with the other.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6931250, member: 82106"] I agree with you on this one. In my hack the Paladin is the strong warlike fighty one that bashes enemies with his weapons. He can inspire and fortify, but his 'casting' is pretty limited, more like the OD&D paladin concept where he's just going to have a few specific abilities. The cleric is more like the 4e 'laser cleric' kind of builds, or pure healer builds. He might wear some heavier armor, or not, but he's not going usually wield a weapon much, and his primary function is heal/bolster/buff/debuff leader stuff. Well, I found that there was really NO reason for the 4e division into GW and Sword-n-Board that they had in the PHB (or really the later division into two-weapon etc variations). The reason being that a player is MUCH more likely to build around one or another of these techniques anyway. Its not likely that you'll haul around a shield and a longsword to switch in and out with your greatsword in the middle of a combat, or even an adventure. So basically using mechanics to enforce that doesn't really add to the game. In my hack fighters get specific benefits with different weapon styles, but every fighter gets ALL of them. You can pick further boons later on that build on a particular style, or on a weapon that favors one style, but you can also build up more than one if you have some specific reason to want to. This works well for instance in removing the need for special builds just to create a throw and charge type Ranger (or fighter for that matter, though 4e never provided that option). A fighter can simply use his two-weapon capability, chuck his hand axe at someone, and then grasp his waraxe in both hands and start lopping off heads, without any real disadvantage accruing there since his two-weapon bonus will help with one, and his two-handed fighting bonus with the other. [/QUOTE]
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