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Thomasson on character creation
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<blockquote data-quote="Zaruthustran" data-source="post: 3880521" data-attributes="member: 1457"><p>Maybe his point is that in 3E, if you wanted to do extra damage when flanking an opponent, you *had* to take a level of rogue. If you wanted to be able to resist AOE damage, you *had* to take two levels of rogue or one of monk. Want to go TWF? You'd be a fool not to dip into two levels of ranger (especially since it gave you great proficiencies, a ton of skills, Wild Empathy, Track, and even waived the TWF Dexterity requirement). As someone else pointed out, the importance of class in 3E was greatly diminished. It really was just picking abilities/really was just GURPS.</p><p></p><p>Note that the blogger's first two examples of "concept" are merely combat abilities/styles/roles. I think that's what he's getting at; he's not suggesting that 4E is the first game ever where you have to think about your character's personality and motivation. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>3E was all about carefully cherry-picking levels in various classes to finally get the collection of abilities that you wanted. I get the impression that in 4E, you pick a class that generally fits your *role*, and cherry-pick abilities from those offered by that class. </p><p></p><p>For example, when mustering online for a 3E Living Greyhawk convention, players seldom list their class. Instead, they list their role: light infantry, arcane, healer, support, archer, and so on. Any number of classes could be used to fulfill those roles, and most experienced players of non-spellcasters had several classes mashed together to better execute their chosen role. My "light infantry" character was a fighter 2/rogue 3/ranger 2/scout 2/wildrunner 2/shadowdancer 3, if I recall correctly. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> That character was going for a fast, sneaky, spring-attack-and-power-attack-with-a-two-handed-weapon-and -always-get-sneak-attack-damage-thanks-to-Hide-in-Plain-Sight schtick. To build up the needed skills, feats, and abilities, I had to stew a bunch of classes.</p><p></p><p>4E seems like it's trying to offer enough customization *within* a class that you don't really need to multi. To speculate a bit, within the "martial defender" role offered by the fighter you may have abilities and powers that let you build the "high AC guy", the "high HP guy", or the "prevent the bad guys from attacking your buddies guy". You pick and choose to suit your concept, as before, but this time you're staying within the one class.</p><p></p><p>IMHO, that sounds better.</p></blockquote><p></p>
[QUOTE="Zaruthustran, post: 3880521, member: 1457"] Maybe his point is that in 3E, if you wanted to do extra damage when flanking an opponent, you *had* to take a level of rogue. If you wanted to be able to resist AOE damage, you *had* to take two levels of rogue or one of monk. Want to go TWF? You'd be a fool not to dip into two levels of ranger (especially since it gave you great proficiencies, a ton of skills, Wild Empathy, Track, and even waived the TWF Dexterity requirement). As someone else pointed out, the importance of class in 3E was greatly diminished. It really was just picking abilities/really was just GURPS. Note that the blogger's first two examples of "concept" are merely combat abilities/styles/roles. I think that's what he's getting at; he's not suggesting that 4E is the first game ever where you have to think about your character's personality and motivation. :) 3E was all about carefully cherry-picking levels in various classes to finally get the collection of abilities that you wanted. I get the impression that in 4E, you pick a class that generally fits your *role*, and cherry-pick abilities from those offered by that class. For example, when mustering online for a 3E Living Greyhawk convention, players seldom list their class. Instead, they list their role: light infantry, arcane, healer, support, archer, and so on. Any number of classes could be used to fulfill those roles, and most experienced players of non-spellcasters had several classes mashed together to better execute their chosen role. My "light infantry" character was a fighter 2/rogue 3/ranger 2/scout 2/wildrunner 2/shadowdancer 3, if I recall correctly. :) That character was going for a fast, sneaky, spring-attack-and-power-attack-with-a-two-handed-weapon-and -always-get-sneak-attack-damage-thanks-to-Hide-in-Plain-Sight schtick. To build up the needed skills, feats, and abilities, I had to stew a bunch of classes. 4E seems like it's trying to offer enough customization *within* a class that you don't really need to multi. To speculate a bit, within the "martial defender" role offered by the fighter you may have abilities and powers that let you build the "high AC guy", the "high HP guy", or the "prevent the bad guys from attacking your buddies guy". You pick and choose to suit your concept, as before, but this time you're staying within the one class. IMHO, that sounds better. [/QUOTE]
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