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So I have the Martial Powers book.
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<blockquote data-quote="Lizard" data-source="post: 4553673" data-attributes="member: 1054"><p>Having picked up the book, I find it quite useful, though I was hoping (as always, in vain) for more outside-of-the-encounter material. Less than 30% of game time (for my group, at least) occurs in "encounters", but 95% of the 4e rules focus on them. (You have a Guildmaster Paragon Path, and all it does is give you More Ways To Kill People -- where's the guidelines on, y'know, running a guild? Making contacts/connections? Bribing guards? Anything beyond "You can borrow some action points"? Sheesh. Anyway...)</p><p></p><p>For that part of your game that DOES take place in encounters, this book provides Yet More Ways To Do N[W]+Effect, something you can never have too many of. The beast build for rangers is excellent, one of the first things I'd say 4e does BETTER than 3e in terms of building a true "pet using" class, ala EQ's Beastmasters, WOW Hunters and Warhammer's White Lions/Squig Herders. (4e now lets me build two of my all time favorite MMORPG characters, and if they follow the pattern for necromancers, a third.) The book also starts having some hints -- not enough, but some -- about how to flavor text your powers, how to think about what you're DOING when you use things like Hunter's Quarry, etc. And it has, frankly, the perfect PP for my PC, the Ruthless Avenger (or something like that). Fits perfectly. </p><p></p><p>About half the stuff in this book REALLY should have been in core. Given that, I'd call it damn near essential for anyone playing 4e; it fills in a tremendous amount of missing/overlooked options.</p></blockquote><p></p>
[QUOTE="Lizard, post: 4553673, member: 1054"] Having picked up the book, I find it quite useful, though I was hoping (as always, in vain) for more outside-of-the-encounter material. Less than 30% of game time (for my group, at least) occurs in "encounters", but 95% of the 4e rules focus on them. (You have a Guildmaster Paragon Path, and all it does is give you More Ways To Kill People -- where's the guidelines on, y'know, running a guild? Making contacts/connections? Bribing guards? Anything beyond "You can borrow some action points"? Sheesh. Anyway...) For that part of your game that DOES take place in encounters, this book provides Yet More Ways To Do N[W]+Effect, something you can never have too many of. The beast build for rangers is excellent, one of the first things I'd say 4e does BETTER than 3e in terms of building a true "pet using" class, ala EQ's Beastmasters, WOW Hunters and Warhammer's White Lions/Squig Herders. (4e now lets me build two of my all time favorite MMORPG characters, and if they follow the pattern for necromancers, a third.) The book also starts having some hints -- not enough, but some -- about how to flavor text your powers, how to think about what you're DOING when you use things like Hunter's Quarry, etc. And it has, frankly, the perfect PP for my PC, the Ruthless Avenger (or something like that). Fits perfectly. About half the stuff in this book REALLY should have been in core. Given that, I'd call it damn near essential for anyone playing 4e; it fills in a tremendous amount of missing/overlooked options. [/QUOTE]
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So I have the Martial Powers book.
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