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The redefinition of feats.
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<blockquote data-quote="Stalker0" data-source="post: 4789345" data-attributes="member: 5889"><p>This is actually one of the major design differences between the two systems.</p><p></p><p>3e's model is: "We don't know what you want, so we are going to let you throw stuff together until you get what you want." - This mainly through multiclassing. You get a lot of flexibility, but some concepts just fall on their face.</p><p></p><p>4e's model is: "We will make lots of classes and builds for each archetype, and craft it so it will work great for you. Just give us enough time and splatbooks and you'll have it all" - The idea here is that 4e provides a more limited scope of archetypes, but each one is good to go and will work in the game with no major balance issues. The downside is that people have more trouble making the inbetween archetypes, and have to wait longer to play certain archetypes.</p><p></p><p>As in most cases, both have their advantages.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 4789345, member: 5889"] This is actually one of the major design differences between the two systems. 3e's model is: "We don't know what you want, so we are going to let you throw stuff together until you get what you want." - This mainly through multiclassing. You get a lot of flexibility, but some concepts just fall on their face. 4e's model is: "We will make lots of classes and builds for each archetype, and craft it so it will work great for you. Just give us enough time and splatbooks and you'll have it all" - The idea here is that 4e provides a more limited scope of archetypes, but each one is good to go and will work in the game with no major balance issues. The downside is that people have more trouble making the inbetween archetypes, and have to wait longer to play certain archetypes. As in most cases, both have their advantages. [/QUOTE]
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The redefinition of feats.
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