(STUFF)
Regardinng 37. Personally I think the Stealth rules are just too complex. A 20 page discussion on this forum on the errataed stealth should be a clear indication of that.
I don't like how the Paladin with 8 str and 20 cha can use full plate armor. It just feels wrong. Game mechanically it works fine.![]()
I think what it comes down to is that a lot of rituals just aren't very good. They cost too much and take too long for the effect you get. It's not worth casting 'em.
Stacking save penalties, since they can make an effective save or die, which the designers said they were trying to avoid.
On the other hand, I've got to the point where I think controllers without stacking save penalties are broken, in that there's nothing that role can do that the other roles can't do just as well.
This I disagree with. Encounters in 4e can contain monsters that are far enough above the party's level that many of the PCs can only hit on a high roll, such as 16-17-18-19-20 (or worse); in such situations, the "(save ends)" mechanic allows a (usually) 45% chance of continuing the imposed condition instead of a 25% chance (or worse). That is considerably different, and was probably a conscious design decision at WotC.The save ends mechanic is glaringly out of place compared to the rest of the system. The far more elegant method would simply be to have the attacker roll another attack against the defense to see if the effect continues. Its feels only there to keep the D&D term "saving throws" in the game.
Yeah, it reads like it is right out of Fantasy Craft. One of the things that I find most inspirational about FC and one of the things I would love to import over to Pathfinder and Trailblazer most. I think any RPG, such as 4e, should go that route.This is such a brilliant idea that I want to marry it and have its children. No, really.
Stacking save penalties, aka orbizards. Blatantly, inarguably broken.
That's kind of the point. It should always be vastly superior to actually have someone on hand who can speak languages, pick locks, build a camp, etc. Its a step away from the mentality of older editions where the best fighter/rogue/diplomat/whatever was always a wizard. I'm grateful.
I think this one actually comes to my peeve: What are feats for? Are they for tweaking character builds for flavor or are they to increase your power? Some feats can be found on either side of that line, and that's a problem. If feats are for flavor (even if a +1 with fire comes with it), then I don't have an issue with the 4e multiclass-by-feat system. If feats are for actual power (switch your basic attacks from an ability with a +1 to one with a +5), the multiclass system sucks.Interesting. I liked 4E mutliclassing (pick up some minor abilities) much more than 3E multiclassing. I guess I prefer single classes over blends and hybrids the basic building block is a class based system.