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Where did my options go? - The New Paradigm
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<blockquote data-quote="WalterKovacs" data-source="post: 4306439" data-attributes="member: 63763"><p>At-Wills are decided (humans get a third at-will from one of the other pacts). If you go Fey (CHA) or Infernal (CON), there are a few Star pacts that have the matching main attack stat ... and if you are Star (both) you can pick from just about any power. [And that is restricting your power based on main attack stat]. The "benefit" for your pact is generally additional benefit based on INT score ... nothing stops you from picking other powers. Many powers have no pact specific benefit, so can be used by any kind of Warlock equally.</p><p></p><p></p><p></p><p>Multiclassing can allow for power swaps to break characters out of their molds.</p><p></p><p>A fighter is a defender ... it is difficult, if not impossible to be a ranged defender. Their powers are tied as such. A ranger can specialize in ranged fighting, and switch to two weapon fighting if neccesary. Their at-wills consists of 2 powers specific to each type, and 2 powers that are usable both ways. It's going to involve weapon switching [unless you are wielding thrown weapons in the off hand, in which case you aren't an 'archer' per se, but are able to go in melee or ranged with the same weapons in hand.]</p><p></p><p>Ultimately ... in gladitorial games which ranged weapons are you looking to use? A fighter doesn't have to specialize in a single weapon ... they get a benefit when wielding a weapon a certain type of way [one handed or two handed]. Their various powers get extra benefits when used with certain weapons, but they aren't forced to specialize. They could take a variety of weapon based powers so that, regardless of weapon, they'll get a benefit for it.</p><p></p><p>If gladitorial games are going to be part of the campaign ... you've already got things working a lot differently than normal [solo player fights instead of party fights, limited access to weapons and armor, etc]. More class options or powers could be developed to fit that concept. [I would guess the first "splat" book of martial things will increase the number of build options and could cover some of the </p><p>holes.</p><p></p><p></p><p></p><p>They didn't want to give wizards everything. In 3e, wizards had all the spells, and every spellcasting type class got subsets or variations of the schools. Certain effects were taken away from wizards so that other spellcasters could get them later.</p><p></p><p>And ... Wizards has put up options for an illusionist on the website. Those options aren't in the core, but they aren't impossible.</p><p></p><p></p><p></p><p>(a) Thieves' tools are required for certain uses of thievery</p><p></p><p>(b) There are specific rogue powers that give you extra bonuses to certain uses of Theivery. One power, for example, allows for pickpocketing in combat (Dangerous Theft), while another allows you to swiftly open a lock (Foil the Lock).</p><p></p><p></p><p></p><p>Fighter in 3e was open ended ... Fighter in 4e = defender. Artillery is not a defender role ... it's a striker role or a controller role.</p><p></p><p>Of course, in 3e, Ranger tried to be an archer or two weapon fighter ... but with fighter feats, you can quickly get better at either of those things than the Ranger is. So, people associate the "Ranger" stuff with Fighters. The difference between a 3e Ranger Archer and Fighter Archer is favored enemy, less feats, possibly an animal companion and some limited spellcasting, some skills, etc ... The favored enemy being/feat trade off being the most relevant in combat situations.</p></blockquote><p></p>
[QUOTE="WalterKovacs, post: 4306439, member: 63763"] At-Wills are decided (humans get a third at-will from one of the other pacts). If you go Fey (CHA) or Infernal (CON), there are a few Star pacts that have the matching main attack stat ... and if you are Star (both) you can pick from just about any power. [And that is restricting your power based on main attack stat]. The "benefit" for your pact is generally additional benefit based on INT score ... nothing stops you from picking other powers. Many powers have no pact specific benefit, so can be used by any kind of Warlock equally. Multiclassing can allow for power swaps to break characters out of their molds. A fighter is a defender ... it is difficult, if not impossible to be a ranged defender. Their powers are tied as such. A ranger can specialize in ranged fighting, and switch to two weapon fighting if neccesary. Their at-wills consists of 2 powers specific to each type, and 2 powers that are usable both ways. It's going to involve weapon switching [unless you are wielding thrown weapons in the off hand, in which case you aren't an 'archer' per se, but are able to go in melee or ranged with the same weapons in hand.] Ultimately ... in gladitorial games which ranged weapons are you looking to use? A fighter doesn't have to specialize in a single weapon ... they get a benefit when wielding a weapon a certain type of way [one handed or two handed]. Their various powers get extra benefits when used with certain weapons, but they aren't forced to specialize. They could take a variety of weapon based powers so that, regardless of weapon, they'll get a benefit for it. If gladitorial games are going to be part of the campaign ... you've already got things working a lot differently than normal [solo player fights instead of party fights, limited access to weapons and armor, etc]. More class options or powers could be developed to fit that concept. [I would guess the first "splat" book of martial things will increase the number of build options and could cover some of the holes. They didn't want to give wizards everything. In 3e, wizards had all the spells, and every spellcasting type class got subsets or variations of the schools. Certain effects were taken away from wizards so that other spellcasters could get them later. And ... Wizards has put up options for an illusionist on the website. Those options aren't in the core, but they aren't impossible. (a) Thieves' tools are required for certain uses of thievery (b) There are specific rogue powers that give you extra bonuses to certain uses of Theivery. One power, for example, allows for pickpocketing in combat (Dangerous Theft), while another allows you to swiftly open a lock (Foil the Lock). Fighter in 3e was open ended ... Fighter in 4e = defender. Artillery is not a defender role ... it's a striker role or a controller role. Of course, in 3e, Ranger tried to be an archer or two weapon fighter ... but with fighter feats, you can quickly get better at either of those things than the Ranger is. So, people associate the "Ranger" stuff with Fighters. The difference between a 3e Ranger Archer and Fighter Archer is favored enemy, less feats, possibly an animal companion and some limited spellcasting, some skills, etc ... The favored enemy being/feat trade off being the most relevant in combat situations. [/QUOTE]
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