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<blockquote data-quote="mlund" data-source="post: 5771464" data-attributes="member: 50304"><p>Biggest problems with D&D 4E?</p><p></p><p><strong>Class Spam instead of Customization</strong></p><p></p><p>Every class was on a narrow rail from levels 1-30, with a little branches for half-a-tier at Paragon Paths and Epic Destinies. Consequently, you needed an entirely new set of narrow rails for varieties.</p><p></p><p>Customization due to Feats was largely cosmetic, with a huge emphasis on a few core combat feats that gave ever-so-precious +1 bonuses. Feat-based multi-classing was a great idea with horrible implementation.</p><p></p><p>Give me a game with a core Fighter, Cleric, Magic-User, and Rogue with good default sub-classes in traditional roles and two alternative role sub-classes (like a Default to Wizard (Controller) with Sorcerer (Striker) and Swordmage (Defender) as alts.</p><p></p><p>If I want a Barbarian, I should be able to take a Slayer (Fighter Default: Striker) and use my Feat slots to trick him out down a path or small tree of "Primal" and "Rage" Feats. I shouldn't need a whole new stand-alone Class that no longer counts as being a Fighter.</p><p></p><p><strong>Race Spam</strong></p><p></p><p>Seriously, just stick to Human, Elf, Dwarf, Halfling, Half-Elf, Half-Orc, and Gnome as your core brand. Leave the other races as parts of settings modules. Shoe-horning Tieflings, Dragonborn, Goliaths, etc. into the Realms kind of rubbed people the wrong way.</p><p></p><p>- Marty Lund</p></blockquote><p></p>
[QUOTE="mlund, post: 5771464, member: 50304"] Biggest problems with D&D 4E? [b]Class Spam instead of Customization[/b] Every class was on a narrow rail from levels 1-30, with a little branches for half-a-tier at Paragon Paths and Epic Destinies. Consequently, you needed an entirely new set of narrow rails for varieties. Customization due to Feats was largely cosmetic, with a huge emphasis on a few core combat feats that gave ever-so-precious +1 bonuses. Feat-based multi-classing was a great idea with horrible implementation. Give me a game with a core Fighter, Cleric, Magic-User, and Rogue with good default sub-classes in traditional roles and two alternative role sub-classes (like a Default to Wizard (Controller) with Sorcerer (Striker) and Swordmage (Defender) as alts. If I want a Barbarian, I should be able to take a Slayer (Fighter Default: Striker) and use my Feat slots to trick him out down a path or small tree of "Primal" and "Rage" Feats. I shouldn't need a whole new stand-alone Class that no longer counts as being a Fighter. [b]Race Spam[/b] Seriously, just stick to Human, Elf, Dwarf, Halfling, Half-Elf, Half-Orc, and Gnome as your core brand. Leave the other races as parts of settings modules. Shoe-horning Tieflings, Dragonborn, Goliaths, etc. into the Realms kind of rubbed people the wrong way. - Marty Lund [/QUOTE]
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