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Winning Races: Half-Elves
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<blockquote data-quote="kaomera" data-source="post: 5140940" data-attributes="member: 38357"><p>I can see your point - it sucks that some otherwise cool / flavorful options don't really work out that well. But the "eliminated" options aren't gone, they're just not usually going to be a good choice. And the feats you list as taxes will let you use many of these options effectively, if you're willing to take them.</p><p></p><p>It's been my experience that Half-Elves usually have better options for their Dilettante power than humans have for their third at-will. Humans are picking from a class that they've already grabbed the best two options from, Half-Elves should have a choice from at least 2 or 3 class's lists. I've seen characters that just really don't use their second at-will, let alone a third.</p><p></p><p>I don't believe the intention behind Adept Dilettante was to give out a second MC to non-bards. Rather I think that it reinforces the fact that Dilettante and MCing (usually) enhance and support each other. You can get around this if you're playing a weapon-user and take a weapon attack with a complementary stat, but I think that's more a result of the way the implement rules are written than Dilettante itself.</p><p></p><p>An example: if I'm creating an Artful-Dodger Rogue (taking advantage of the Half-Elf Cha bonus) If I grab Fading Strike (or any Dex- or Cha-based weapon attack) I don't need to get anything else, and I'm not locked into any specific MC. If I take Bond of Pursuit (or any other non-Dex / Cha weapon attack) I'm going to want Adept Dilettante to swap the stat out for Cha, and that will in turn lock me into Avenger MCs (at least in this case) - if I've got 13 Str I'll probably pick up Soldier of the Faith, because OoE is rather nice. If I decide I want Burning Spray (or any other implement attack), then I'm pretty much locking myself down MC-wise (by 6th level, at least) because I'm going to need the enhancement bonus; of course I could always grab Arcane Implement Proficiency with the dagger I'm already using (mitigates the need to own or juggle multiple items, only works with arcane classes of course) in which case I could grab any arcane MC (but I'd have to do so before I got AIP, of course). Alternately, I possibly could grab an appropriate divine MC and Star of Corellon. I really wouldn't consider taking an implement power that keyed off of anything but my primary or secondary ability.</p><p></p><p>I don't have a real problem with any of the above - to me it's just a part of building a 4e character. The options are there, you just need to pick which ones you're going to go after. Trying to do everything doesn't work. The three options I've listed above are three different characters, they're going to take different options and I'll need to work to make the most of the ones I pick.</p></blockquote><p></p>
[QUOTE="kaomera, post: 5140940, member: 38357"] I can see your point - it sucks that some otherwise cool / flavorful options don't really work out that well. But the "eliminated" options aren't gone, they're just not usually going to be a good choice. And the feats you list as taxes will let you use many of these options effectively, if you're willing to take them. It's been my experience that Half-Elves usually have better options for their Dilettante power than humans have for their third at-will. Humans are picking from a class that they've already grabbed the best two options from, Half-Elves should have a choice from at least 2 or 3 class's lists. I've seen characters that just really don't use their second at-will, let alone a third. I don't believe the intention behind Adept Dilettante was to give out a second MC to non-bards. Rather I think that it reinforces the fact that Dilettante and MCing (usually) enhance and support each other. You can get around this if you're playing a weapon-user and take a weapon attack with a complementary stat, but I think that's more a result of the way the implement rules are written than Dilettante itself. An example: if I'm creating an Artful-Dodger Rogue (taking advantage of the Half-Elf Cha bonus) If I grab Fading Strike (or any Dex- or Cha-based weapon attack) I don't need to get anything else, and I'm not locked into any specific MC. If I take Bond of Pursuit (or any other non-Dex / Cha weapon attack) I'm going to want Adept Dilettante to swap the stat out for Cha, and that will in turn lock me into Avenger MCs (at least in this case) - if I've got 13 Str I'll probably pick up Soldier of the Faith, because OoE is rather nice. If I decide I want Burning Spray (or any other implement attack), then I'm pretty much locking myself down MC-wise (by 6th level, at least) because I'm going to need the enhancement bonus; of course I could always grab Arcane Implement Proficiency with the dagger I'm already using (mitigates the need to own or juggle multiple items, only works with arcane classes of course) in which case I could grab any arcane MC (but I'd have to do so before I got AIP, of course). Alternately, I possibly could grab an appropriate divine MC and Star of Corellon. I really wouldn't consider taking an implement power that keyed off of anything but my primary or secondary ability. I don't have a real problem with any of the above - to me it's just a part of building a 4e character. The options are there, you just need to pick which ones you're going to go after. Trying to do everything doesn't work. The three options I've listed above are three different characters, they're going to take different options and I'll need to work to make the most of the ones I pick. [/QUOTE]
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