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Where did my options go? - The New Paradigm

gamersgambit said:
The above sentiment is, actually, one of the places where I believe 4th edition shines particularly well in the way that the OP mentions.

Consider that the situation above is akin to the relationship problems that develop in that classic situation where partner A works and slaves so that partner B can go through law school/med school/whatever and then finds themselves, once partner B is done with their schooling and making a million dollars, relegated to a secondary role, feeling as if they've given up their lives and career options to help out their partner and now are at a loss for what to do.

While this -has been- the paradigm for 3.5 for the most part--the poster quoted above acknowledges that everyone understands it and those he's played with have no problems with it--the paradigm shift in 4e removes that. No, wizards are no longer the gods of reality in 4e; yes, fighters (and other classes) are now their peers; but I find that remarkably /refreshing/. The "defenders" are no longer mere meatshields, serving in 3.5 as the functional equivalent of 4e minions with a couple neat encounter abilities (and while they had more hit points, they could often be functionally negated with a single spell or two--or a simple 5' step away...), but actual threats that Stoneskin/Repulsion/Anti-Magic Zone/save-or-die-spells/flight/20" teleport/5-foot-step can't render meaningless. Everyone at the game table, regardless of class, has potent and useful abilities throughout their careers.

It is primarily for this reason that I'm happy with 4e. Character build option paradigm for a fighter meant struggling to attempt to remain relevant, often through extreme specialization, in a world where wizards didn't have to worry about that so much since they had so many options. Tactical build options make the world a much more interesting place...
Exactly. Nothing makes me happier than hearing people complain that their Wizard isn't the god of the party any more, because that means WOTC did their job. Skills were worthless in 3.x because there was always a spell that was better at the job. Wizards were better sneaks than Rogues, better diplomats than Paladins, better all-terrain adventurers than fighters, and in general stepped on too many toes.
 

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Branduil said:
Wizards were better sneaks than Rogues, better diplomats than Paladins, better all-terrain adventurers than fighters, and in general stepped on too many toes.
Branduil, may I introduce you to the Warlock? ;)

Cheers, -- N
 

Propagandroid said:
Now, it's much more difficult to find those broken combos because class abilities are obscured in the hundreds of power descriptions, so that only the most detail-oriented and hardcore will discover them.

... while every one else can play a hopefully balanced game and have fun.

Sounds good for me.
 

Votan said:
Well, this seemed to be a feature of all editions of D&D (even 3rd). In 3rd you could not even have done a multi-class at level 1 at all and you needed to design the character to enter specific prestige classes. It has always been a cases that stats were not very flexible for a fighter/magic-user (as you need to bolster two different arenas).

As others have already mentioned, those rules did exist, they started on page 40 in the 3.0 DMG. I already told someone about that within the past 48 hours, but it might have been in a different thread. Anyway, they were very well constructed and easily adapted to 3.5. We used them several times.
 

BEAN THE CAT said:
Clearly the lack of options is a result of WotC/Hasbro's marketing strategy.

3.0/3.5 proved there was virtually no limit tot the amount of supplemental meterial people would buy.

No that's not entirely fair. Hell, TSR knew it....
So, we will soon begin to see the avalanche of race/class/feet/power/paragon/magic/monster/heroic/ equipment/magic item etc./etc. "resource books" books.

Battletech, actually, was, if memory serves, the game that started the deluge of suplements (ie revenue) phenomenon. Sure, Traveller had tons of suplements, but they trickled out over decades and they were cheap. Battletech had a new suplement every month, perfect bound, in full color, and complete crap. And people filled thier bookshelves with them.

It's been the successful model of the industry every since: don't sell systems, sell suplements. Some, like Battletech and White Wolf, did it by selling setting suplements, some, like D&D 3.5 did it by selling rule suplements, but the point was to sell books every month. 3.5 didn't sell suplements to expand what you could with the system, BTW, oh sure, that was the rationale, but what really sold them was how badly they could break the system. That's why they were all new spells, new feats, and PrCs. You could play just about anything you wanted with just the 3.5 PH - but you couldn't dominate the game with it unless you had the latest suplement.

Yes, 4e is clearly going with this model to the hilt. Gone are 'building block' classes and feats that re-make your character. Your character is your class, and if you want something other than the 8 classes (16 builds) in the 4e PH, you're going to have to buy the suplements. Don't worry, there'll be a new one out every month. You'll be able to play whatever you want, just buy the right one. But, at least the level of powergaming brokeness will likely be reigned in a bit.
 

Jack99 said:
Or maybe it is you that lack roleplaying skills, since you obviously associate the mechanics of your character with roleplaying.

I guess you haven't played anything but 3.x, because let me tell you, in the good old days ....

Let me use this post as an example of how NOT to get your point across. It's rude and confrontational. It ends discussion and starts argument.

What you could have said is something like, "I've found that a character's role in the party doesn't have to be tied to their class so much. I can envision playing a Rogue in such a way as to be leader-like without their class abilities being similar to a Cleric or Warlord." The other person might disagree but it's handled in a constructive way, not a derisive, dismissive manner.

I know that passions are high right now with the ink on 4e barely dry. But lets try and maintain some perspective and remember that there is better discussion to be had here with more light and less heat.
 


I'll take a stab at these. I may be shooting myself in the foot, but we'll see. There's two kinds of people that ask questions on the internet: people who are honestly questioning, and people who are just inflamatory. The first set I'll happily try and help, the second set won't listen to me regardless of what I say. I hope you're in that first set, but it can be hard to tell from one post.

ladydeath said:
1. If I am a warlock once I choose to make a pact where are my choices in my abilities? It seems that if I choose to be a fey warlock all of my abilities from level 1 on have already been decided.

You can choose whichever you want. You only get the additional bonus from powers related to your pact. Sometimes it makes the choice obvious. Sometimes not. The additional effect is rarely all *that* important (teleport 5 vs teleport 5+int modifier, for example) so you're not really heavily penalized for taking powers outside of pact.

2. I understand that if I want to make a fighter/archer I can just choose to be a ranger. But what if I would like to have a fighter, sorry character, who can use all sorts of weapons and not specialize in using just one. The fighter doesn't get ANY ranged at will abilities and the ranger only has two weapon melee abilities. How would my character survive in a gladitorial game?

Fighter doesn't specialize unless you want him to. As above with the warlock, you only get a minor benefit to choosing powers that are related to the weapon you are using. Are they nice? Sure they are! Do you *have* to take the hammer power if you use a hammer? Not at all. Sometimes the power that isn't tied to my favorite weapon has an ability that I like more than the one tied to my weapon.

For the second part... the only thing you get from proficiencies is the +2 (+3 for swords) to hit. That's it. A fighter or ranger or hell, even a wizard can pick up any item he'd like and try to hit with it. You're making a basic melee or basic ranged attack dependant. With fighters, this is fine. Their powers work with any melee weapon. Same with rangers and ranged weapons. If you're really concerned about a character using both melee *and* range, take a ranger and do both. Take some twf powers and some ranged powers and switch weapons.

3.Spellcasters. In 4e all wizards get at will ranged attack spells. Not bad but what if I wanted to make an illusionist? Or a conjurer. Sorry can't do that anymore.

Some illusions are in the rituals, so those are there, just handled a bit differently. Conjurers are *complicated*, and a big part of why I (and others) got frustrated with 3.x. The more stuff you, as a player, have on the board, the longer your turns and the more you have to take care of. The longer your turns, the more you slow down combat and take away from the fun of other players. Clerics and Wizards have some summonable help in the form of rituals, and some dailies. If you want more than this, just sit back and wait a bit. It's going to take the designers time to figure out how to bring this mechanic back in without breaking the advantages that 4e has.

4. There used to be different kinds of rogues. Facemen, thugs, conmen, cat burglars. Now every rogue (or anyone with the thievery skill) is just as good at picking locks as they are at picking pockets or disarming traps. What if I just want a pickpocket? I guess I can just ignore my characters other abilities.

This is directly addressed by my OP. What you see as a negative, I see as a positive. Now I can play a faceman, thug, con man or cat burglar without having to choose to suck at other rogue skills. I can opt to play a fun character archetype without knowing that mechanically I'm making the game more difficult.

Here's an example from play. Say you play the con man rogue in a party of 5, in a 3.x game. You're the "rogue", so you've got that spot covered in the group. Your character's fun, people are having a good time, everything's great when you're in town. Then you get into a dungeon, run into a trap or locked door and suddenly your awesome concept grinds to a halt. The party waits for you to do your normal rogue thing, but can't. You put your points in bluff, diplomacy and intimidate rather than pick lots or disarm traps. There's only so many people in the group, so when you took the "rogue" spot, everyone else picked fighter or mage or cleric or whatever.

Conversely, in 4e, I can *play* the con man archetype all I want. I can choose bluff and intimidate as my talky skills. But what I can't do is *not* take Thievery. If I'm playing the Rogue, I have to do what rogue's do. And thus the party, the DM (i.e. my friends) will thank me for doing my part in the game rather than getting irritated when I can't.

It seems to me that character creation in 4e was more about dumbing down the process and concentrating on miniatures fighting. Don't get me wrong, miniature combat is a great time but it is not roleplaying.

You call it "dumbing down", I call it something else entirely. The system is simpler, definitely. It's easier to make a character, easier to prepare a game as a DM, and easier to fix problems on the fly if you make mistakes at either of those things.

The set of people who enjoy spending hours of prep time either working on a character or setting up an evening of adventure isn't all that large. And that set of people is *tapped out*. I'd bet pretty much all of them have tried 3.x and figured out their opinions on it. The set of people who don't want to spend much time between games, who'd rather just *play* a fun, action-fantasy game is (I'd bet, and I'd also bet WotC marketing would support me on this) much larger and barely scratched. 3.X did exactly what it wanted to, and ran its course. As I've said, I'll miss some aspects of it. But the gains are far larger than the losses, for me.

The people who like the prep time, who like the complex rules of CharOp or designing their own monsters have their stuff and have had their time and their game.

4e does have some good stuff. Minions are great. I like some of the new monster special abilities. But I'm not too sure about character development. Why can't a fighter be artillery or a rogue the leader?

Because Fighter means "melee defender" and Rogue means "melee strker" in the 4e terminology. Classes are defined by what they do, not the other way around. I don't even know what you mean by "Rogue leader" (ack! Bad Star Wars pun alert!). Do you mean "Rogue who leads the party"? Or do you mean "Rogue with leader powers"? You can do both. But you're not going to find leader powers under the Rogue section of the book. That's what the Warlord is for.
 

BEAN THE CAT said:
Clearly the lack of options is a result of WotC/Hasbro's marketing strategy.

3.0/3.5 proved there was virtually no limit tot the amount of supplemental meterial people would buy.

No that's not entirely fair. Hell, TSR knew it....
So, we will soon begin to see the avalanche of race/class/feet/power/paragon/magic/monster/heroic/ equipment/magic item etc./etc. "resource books" books.

And I defy anyone who says it ain't gonna happen.

It is the nature of the beast...

Yeah, so?

I hate spending my hard earned money on bills.

I enjoy spending my hard earned money on my hobbies. Love it, actually.

Bring on the shiny new books!
 

Lizard said:
Actually, you can choose any Warlock power, regardless of Pact.

I suppose someone will say if you want a one-weapon wielding ranger, make a fighter and giv him Skill Training (Nature). :)

The problem is you are confusing concept with mechanical choices. If you want your fighter/mu, what are you really building? Someone who can fight toe to toe and sling some spells. You look to match the mechanical choices you have to the concept. Warlord/wizard is not a strange answer to the concept of a of a warrior/mage. It fits quite nicely, actually.

When you described the actual concept, a condescending elf in fancy armored finery kicking ass in two dimensions, I immediately thought an elf ranger/warlock(fey) would be a great choice. You could get chainmail with a feat and deck yourself out in the finest elfin chain, dual wield a pair of fancy swords, quickly sheathing one to draw your wand when needed, or better yet, sword/pact blade dagger and never need to draw anything, weaving your spellwork right alongside your bladework.
 

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