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Something Old, something New, something Borrowed, something blew...
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<blockquote data-quote="Minigiant" data-source="post: 5878833" data-attributes="member: 63508"><p><strong>Old:</strong> 3E magic weapon and armor enchantments. I just like them. I miss my quiver of bane arrows.</p><p></p><p><strong>New:</strong> 4E separation of combat and noncombat resources. Attack powers and noncombat/defensive power did not use the same slots. Skills are not factored into combat balance. You didn't have to sacrifice all your combat ability to be good in exploration or interaction.</p><p></p><p><strong>Borrowed:</strong> Mass Effect 2&3 class design for hybrids. Unlike ME1 where hybrids are purely half one thing and half another, ME2&3 hybrids were given features that make them into unique beings. Infiltrators have Cloak to allow sneak tactics. Vanguards aren't just "fighter/mages", Charge gives them a rush attack unique to them.</p><p></p><p>Paladins should not be fighter/clerics. They might combat strength and divine spells but something else is their<strong> real</strong> defining feature. Rangers should be defined by their Favored Enemy/Hunter Quarry. Barbarians by the their Rage. Etc.</p><p></p><p><strong>Blew:</strong> the Hard "Full stop" Mundanely-Counterless spells of 3E.</p><p> </p><p>Does <em>Wind Wall </em>have to block <strong>all</strong> arrows? Even Magic ones? </p><p>Does <em>Wall of Force</em> have to be unbreakable? </p><p>Does <em>Knock</em> have to be so simple to use? Not even a skill check? </p><p>Does <em>Foresight</em> have to be foolproof? </p><p>Does <em>Pass without Trace</em> have to remove <strong>every</strong> trace and <strong>make tracking completely impossible</strong>?</p><p>Why does <em>Fly </em>give you a free <em>Featherfall</em>? When the spell wears off, the target should go "Oh NOOOOOOOOOOOOO! SPLAT!"</p></blockquote><p></p>
[QUOTE="Minigiant, post: 5878833, member: 63508"] [B]Old:[/B] 3E magic weapon and armor enchantments. I just like them. I miss my quiver of bane arrows. [B]New:[/B] 4E separation of combat and noncombat resources. Attack powers and noncombat/defensive power did not use the same slots. Skills are not factored into combat balance. You didn't have to sacrifice all your combat ability to be good in exploration or interaction. [B]Borrowed:[/B] Mass Effect 2&3 class design for hybrids. Unlike ME1 where hybrids are purely half one thing and half another, ME2&3 hybrids were given features that make them into unique beings. Infiltrators have Cloak to allow sneak tactics. Vanguards aren't just "fighter/mages", Charge gives them a rush attack unique to them. Paladins should not be fighter/clerics. They might combat strength and divine spells but something else is their[B] real[/B] defining feature. Rangers should be defined by their Favored Enemy/Hunter Quarry. Barbarians by the their Rage. Etc. [B]Blew:[/B] the Hard "Full stop" Mundanely-Counterless spells of 3E. Does [I]Wind Wall [/I]have to block [B]all[/B] arrows? Even Magic ones? Does [I]Wall of Force[/I] have to be unbreakable? Does [I]Knock[/I] have to be so simple to use? Not even a skill check? Does [I]Foresight[/I] have to be foolproof? Does [I]Pass without Trace[/I] have to remove [B]every[/B] trace and [B]make tracking completely impossible[/B]? Why does [I]Fly [/I]give you a free [I]Featherfall[/I]? When the spell wears off, the target should go "Oh NOOOOOOOOOOOOO! SPLAT!" [/QUOTE]
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