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<blockquote data-quote="Alkiera" data-source="post: 4305626" data-attributes="member: 41353"><p>The only reason to go 18-wheeler is to carry the most cargo.</p><p></p><p>Just as true, just as bad an argument. If you're going to make a TWF character, you should be a ranger. Same with archery; no one else gets near as many powers that allow for ranged weapons.</p><p></p><p>4E classes are primarily designed about what they do IN COMBAT. They do have preferences toward what to do out of combat (wizard has rituals, pally has social skills, rogue has sneaky stuff, ranger has environmental skills, etc), but those abilities are not set in stone. If you want to be the oblivious ranger, choose skills other than perception. If you want to be a boorish paladin, you are free to do so. If you want to be the naturalist cleric you can pick up perception and nature with a couple feats, and be a pretty good tracker by level 2, or 1 if human.</p><p></p><p>What if you wanted to be a woodsman, with a 2h axe? Ranger doesn't support that... but if you choose fighter, and add a few skill training feats, you're good to go.</p><p></p><p>This is freeing you from the class definitions for out-of-combat scenarios; unlike 3.x where if you wanted to find traps, you HAD to have rogue levels. If you wanted to track, you HAD to have ranger levels. Your class can either aid your out-of-combat desires, or fight them. You can be a wizard who is a master of lock picking and sneaking; but you'll either give up some magical power to do so, or not be quite as good as the rogue, whose combat abilities synergize with theft and sneakiness.</p><p></p><p>Freedom! Free yourself from the 3.x class-is-everything mindset!</p></blockquote><p></p>
[QUOTE="Alkiera, post: 4305626, member: 41353"] The only reason to go 18-wheeler is to carry the most cargo. Just as true, just as bad an argument. If you're going to make a TWF character, you should be a ranger. Same with archery; no one else gets near as many powers that allow for ranged weapons. 4E classes are primarily designed about what they do IN COMBAT. They do have preferences toward what to do out of combat (wizard has rituals, pally has social skills, rogue has sneaky stuff, ranger has environmental skills, etc), but those abilities are not set in stone. If you want to be the oblivious ranger, choose skills other than perception. If you want to be a boorish paladin, you are free to do so. If you want to be the naturalist cleric you can pick up perception and nature with a couple feats, and be a pretty good tracker by level 2, or 1 if human. What if you wanted to be a woodsman, with a 2h axe? Ranger doesn't support that... but if you choose fighter, and add a few skill training feats, you're good to go. This is freeing you from the class definitions for out-of-combat scenarios; unlike 3.x where if you wanted to find traps, you HAD to have rogue levels. If you wanted to track, you HAD to have ranger levels. Your class can either aid your out-of-combat desires, or fight them. You can be a wizard who is a master of lock picking and sneaking; but you'll either give up some magical power to do so, or not be quite as good as the rogue, whose combat abilities synergize with theft and sneakiness. Freedom! Free yourself from the 3.x class-is-everything mindset! [/QUOTE]
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