Can anyone summarize the last three months worth of updates?

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I've been out of the loop for about three months, and I'm wondering what's been happening? Fill me in.
"Unite the [fan] base? Hardly. As of right now, I doubt their ability to unite a slightly unruly teabag with a cup of water."--anjelika
1-4E play style
The 4E play style is a high action cinematic style of play where characters worry less about being killed in one hit and more about strategy and what their next move is and the one after it. The players talk back and forth about planning a battle and who can do what to influence the outcome. 4E play is filled with cinematic over the top action. An Eladrin teleports out of the grip of the Ogre. The Fighter slams the dragons foot with his hammer causing it to rear up and stagger back in pain. The Cleric creates a holy zone where their allies weapons are guided to their targets and whenever an enemy dies the Clerics allies are healed. 4E is about knowing when to lauch your nova attack, whether its a huge arcane spell that causes enemies to whirl around in a chaotic storm, or if its a trained adrenaline surge that causes you to attack many many times with two weapons on a single target, or a surge of adrenaline that keeps you going though you should already be dead. Its about tactics and the inability to carry around a bag of potions or a few wands and never have to worry about healing. Its about the guy that can barely role play having the same chance to convince the king to aid the group as the guy that takes improv acting classes and regularly stars as an extra on movies.
Stormwind Fallacy
The Stormwind Fallacy, aka the Roleplayer vs Rollplayer Fallacy Just because one optimizes his characters mechanically does not mean that they cannot also roleplay, and vice versa. Corollary: Doing one in a game does not preclude, nor infringe upon, the ability to do the other in the same game. Generalization 1: One is not automatically a worse role player if he optimizes, and vice versa. Generalization 2: A non-optimized character is not automatically role played better than an optimized one, and vice versa. ...[aside]... Proof: These two elements rely on different aspects of a player's game play. Optimization factors in to how well one understands the rules and handles synergies to produce a very effective end result. Role playing deals with how well a player can act in character and behave as if he was someone else. A person can act while understanding the rules, and can build something powerful while still handling an effective character. There is nothing in the game -- mechanical or otherwise -- restricting one if you participate in the other. Claiming that an optimizer cannot role play (or is participating in a play style that isn't supportive of role playing) because he is an optimizer, or vice versa, is committing the Stormwind Fallacy.
The spells we should getLook here to Check out my adventures and ideas. I've started a blog, about video games, table top role playing games, programming, and many other things its called Kel and Lok Games. My 4E Fantasy Grounds game is currently full.
errata highlights=most zones now can only damage once a round, kulkor arms master nerfed

release highlights= heroes of elemental chaos is pretty good, against the giants series completed

other happenings=4e is getting cancelled for 5e, as expected wizards refuse to say whether 4e tools will remain up, monte cook already blew out, and the playtest is pregen pcs only and starts like the last day of spring 
errata highlights=most zones now can only damage once a round, turn, kulkor arms master nerfed\ 



guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

yes sorry

*sips coffee*
Did WotC start giving Essentials characters meaningful choices at each level? Did they drop Essentials or pre-E or are they 'continuing to pursue both'? Has their customer service and quality come up out of the depths of the gutter?
"Unite the [fan] base? Hardly. As of right now, I doubt their ability to unite a slightly unruly teabag with a cup of water."--anjelika
1-4E play style
The 4E play style is a high action cinematic style of play where characters worry less about being killed in one hit and more about strategy and what their next move is and the one after it. The players talk back and forth about planning a battle and who can do what to influence the outcome. 4E play is filled with cinematic over the top action. An Eladrin teleports out of the grip of the Ogre. The Fighter slams the dragons foot with his hammer causing it to rear up and stagger back in pain. The Cleric creates a holy zone where their allies weapons are guided to their targets and whenever an enemy dies the Clerics allies are healed. 4E is about knowing when to lauch your nova attack, whether its a huge arcane spell that causes enemies to whirl around in a chaotic storm, or if its a trained adrenaline surge that causes you to attack many many times with two weapons on a single target, or a surge of adrenaline that keeps you going though you should already be dead. Its about tactics and the inability to carry around a bag of potions or a few wands and never have to worry about healing. Its about the guy that can barely role play having the same chance to convince the king to aid the group as the guy that takes improv acting classes and regularly stars as an extra on movies.
Stormwind Fallacy
The Stormwind Fallacy, aka the Roleplayer vs Rollplayer Fallacy Just because one optimizes his characters mechanically does not mean that they cannot also roleplay, and vice versa. Corollary: Doing one in a game does not preclude, nor infringe upon, the ability to do the other in the same game. Generalization 1: One is not automatically a worse role player if he optimizes, and vice versa. Generalization 2: A non-optimized character is not automatically role played better than an optimized one, and vice versa. ...[aside]... Proof: These two elements rely on different aspects of a player's game play. Optimization factors in to how well one understands the rules and handles synergies to produce a very effective end result. Role playing deals with how well a player can act in character and behave as if he was someone else. A person can act while understanding the rules, and can build something powerful while still handling an effective character. There is nothing in the game -- mechanical or otherwise -- restricting one if you participate in the other. Claiming that an optimizer cannot role play (or is participating in a play style that isn't supportive of role playing) because he is an optimizer, or vice versa, is committing the Stormwind Fallacy.
The spells we should getLook here to Check out my adventures and ideas. I've started a blog, about video games, table top role playing games, programming, and many other things its called Kel and Lok Games. My 4E Fantasy Grounds game is currently full.
Did WotC start giving Essentials characters meaningful choices at each level? Did they drop Essentials or pre-E or are they 'continuing to pursue both'? Has their customer service and quality come up out of the depths of the gutter?




E-Classes are mostly left as is, though they have more  variants (mostly the hexblade and Warpriest). There's yet another wizard subclass or two. But those that were cookie cutter are still cookie cutter, it just depends what cookie cutter you want.


Their mostly just winding down on producing much of anything atm, Heroes of the elemental chaos was mostly new subclasses or builds for subclasses, though the monk got 2 new builds.


Customer service seems unchanged, though dragon/dungeon produce some interesting stuff now and then. They produce a new build now and then, but its been mostly wasted pages on the Binder.


Oh and they finally fixed KAM. 
Elementalist from HotEC is an essentials version of the sorcerer, a bunch of pretty good at-will powers (no level, so the oSorc can't poach them) with an encounter power to make them better (akin to power strike), just like the Slayer they don't get dailies, but have nothing for feat support outside of the basic Sorcerer stuff, which is already crap.

Lots of great new themes, it's actually an area where WotC has managed to release a significant majority of (to use CharOp ratings) average to great, with a few exceptions, most of the themes that get a poor rating are because there's another theme which does something similar, but better.
"Invokers are probably better round after round but Wizard dailies are devastating. Actually, devastating is too light a word. Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25 Sear the Flesh, Purify the Soul; Harden the Heart, and Improve the Mind; Born of Blood, but Forged by Fire; The MECH warrior reaches perfection.
So basically they realized not enough people want Essentials or they weren't hitting their targets, and decided to scrap 4E... wonderful....

Ok, well I'll poke around until some overzealous ORC temp bans me again...
"Unite the [fan] base? Hardly. As of right now, I doubt their ability to unite a slightly unruly teabag with a cup of water."--anjelika
1-4E play style
The 4E play style is a high action cinematic style of play where characters worry less about being killed in one hit and more about strategy and what their next move is and the one after it. The players talk back and forth about planning a battle and who can do what to influence the outcome. 4E play is filled with cinematic over the top action. An Eladrin teleports out of the grip of the Ogre. The Fighter slams the dragons foot with his hammer causing it to rear up and stagger back in pain. The Cleric creates a holy zone where their allies weapons are guided to their targets and whenever an enemy dies the Clerics allies are healed. 4E is about knowing when to lauch your nova attack, whether its a huge arcane spell that causes enemies to whirl around in a chaotic storm, or if its a trained adrenaline surge that causes you to attack many many times with two weapons on a single target, or a surge of adrenaline that keeps you going though you should already be dead. Its about tactics and the inability to carry around a bag of potions or a few wands and never have to worry about healing. Its about the guy that can barely role play having the same chance to convince the king to aid the group as the guy that takes improv acting classes and regularly stars as an extra on movies.
Stormwind Fallacy
The Stormwind Fallacy, aka the Roleplayer vs Rollplayer Fallacy Just because one optimizes his characters mechanically does not mean that they cannot also roleplay, and vice versa. Corollary: Doing one in a game does not preclude, nor infringe upon, the ability to do the other in the same game. Generalization 1: One is not automatically a worse role player if he optimizes, and vice versa. Generalization 2: A non-optimized character is not automatically role played better than an optimized one, and vice versa. ...[aside]... Proof: These two elements rely on different aspects of a player's game play. Optimization factors in to how well one understands the rules and handles synergies to produce a very effective end result. Role playing deals with how well a player can act in character and behave as if he was someone else. A person can act while understanding the rules, and can build something powerful while still handling an effective character. There is nothing in the game -- mechanical or otherwise -- restricting one if you participate in the other. Claiming that an optimizer cannot role play (or is participating in a play style that isn't supportive of role playing) because he is an optimizer, or vice versa, is committing the Stormwind Fallacy.
The spells we should getLook here to Check out my adventures and ideas. I've started a blog, about video games, table top role playing games, programming, and many other things its called Kel and Lok Games. My 4E Fantasy Grounds game is currently full.
They gave warpriests a really good new domain build in the last dragon article with a new at will (icon of fear) that even non-clerics want.  So some Essentials classes are getting new support.  But its not like clerics as a whole really needed any new support at this point.
So basically they realized not enough people want Essentials or they weren't hitting their targets, and decided to scrap 4E... wonderful....

Ok, well I'll poke around until some overzealous ORC temp bans me again...

Elementalist is just a ranged slayer.


But really.. the who point of essentials is to REDUCE the number of choices to make. 

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

But really.. the who point of essentials is to REDUCE the number of choices to make.


Agreed. Each of the simple E-classes has a non-E version with as many options as ever to choose from. I actually appreciate the elementalist build because it actually answered my big big complaint of Essentials, that they'd only simplefied the martial classes and I would have liked to see similar encounter-only options for arcane and divine types a lot sooner than we did (my favorite PC's concept was a wizard who got started later in life than most and so, while terrible at rituals and big daily effects, was quite adept with the simpler at-will and encounter spells... so an at-will/encounter only arcane controller would have been right up my alley).

I've found the Essential classes most useful at small tables (2-3 players) where one or more people need to play an extra character just to get all the roles covered. Using a Knight, Slayer, Hunter or Skald (using only powers from Feywild) to fill the empty Defender, Striker, Controller, or Leader slot means that extra character's turn is quick and easy to resolve (usually just move, make some variety of basic attack and then add an extra effect if you hit).
But really.. the who point of essentials is to REDUCE the number of choices to make.


Agreed. Each of the simple E-classes has a non-E version with as many options as ever to choose from. I actually appreciate the elementalist build because it actually answered my big big complaint of Essentials, that they'd only simplefied the martial classes and I would have liked to see similar encounter-only options for arcane and divine types a lot sooner than we did (my favorite PC's concept was a wizard who got started later in life than most and so, while terrible at rituals and big daily effects, was quite adept with the simpler at-will and encounter spells... so an at-will/encounter only arcane controller would have been right up my alley).

I've found the Essential classes most useful at small tables (2-3 players) where one or more people need to play an extra character just to get all the roles covered. Using a Knight, Slayer, Hunter or Skald (using only powers from Feywild) to fill the empty Defender, Striker, Controller, or Leader slot means that extra character's turn is quick and easy to resolve (usually just move, make some variety of basic attack and then add an extra effect if you hit).



From what I've heard Essentials is pretty fun for about the first 3-5 levels, but then you get tired of your limited options "with something else thrown on"...
"Unite the [fan] base? Hardly. As of right now, I doubt their ability to unite a slightly unruly teabag with a cup of water."--anjelika
1-4E play style
The 4E play style is a high action cinematic style of play where characters worry less about being killed in one hit and more about strategy and what their next move is and the one after it. The players talk back and forth about planning a battle and who can do what to influence the outcome. 4E play is filled with cinematic over the top action. An Eladrin teleports out of the grip of the Ogre. The Fighter slams the dragons foot with his hammer causing it to rear up and stagger back in pain. The Cleric creates a holy zone where their allies weapons are guided to their targets and whenever an enemy dies the Clerics allies are healed. 4E is about knowing when to lauch your nova attack, whether its a huge arcane spell that causes enemies to whirl around in a chaotic storm, or if its a trained adrenaline surge that causes you to attack many many times with two weapons on a single target, or a surge of adrenaline that keeps you going though you should already be dead. Its about tactics and the inability to carry around a bag of potions or a few wands and never have to worry about healing. Its about the guy that can barely role play having the same chance to convince the king to aid the group as the guy that takes improv acting classes and regularly stars as an extra on movies.
Stormwind Fallacy
The Stormwind Fallacy, aka the Roleplayer vs Rollplayer Fallacy Just because one optimizes his characters mechanically does not mean that they cannot also roleplay, and vice versa. Corollary: Doing one in a game does not preclude, nor infringe upon, the ability to do the other in the same game. Generalization 1: One is not automatically a worse role player if he optimizes, and vice versa. Generalization 2: A non-optimized character is not automatically role played better than an optimized one, and vice versa. ...[aside]... Proof: These two elements rely on different aspects of a player's game play. Optimization factors in to how well one understands the rules and handles synergies to produce a very effective end result. Role playing deals with how well a player can act in character and behave as if he was someone else. A person can act while understanding the rules, and can build something powerful while still handling an effective character. There is nothing in the game -- mechanical or otherwise -- restricting one if you participate in the other. Claiming that an optimizer cannot role play (or is participating in a play style that isn't supportive of role playing) because he is an optimizer, or vice versa, is committing the Stormwind Fallacy.
The spells we should getLook here to Check out my adventures and ideas. I've started a blog, about video games, table top role playing games, programming, and many other things its called Kel and Lok Games. My 4E Fantasy Grounds game is currently full.

From what I've heard Essentials is pretty fun for about the first 3-5 levels, but then you get tired of your limited options "with something else thrown on"...



It depends on the class and build.  Some of the warpriest buildss can be interesting for a long time.  And the warpriest builds that aren't that interesting still have encounter powers and can swap them out if they need to through feats.  Plus they get the full range of cleric dailies and utilties.  The wizard builds are about the same as the arcanist in how interesting they is.

And the berserker can easily be as interesting as the barbarian if you count it as essentials.

For the fighter, paladin, rogue, sorcerer, etc., you are right.  I would not play them for more than a one shot or mini campaign.  But I know some people who like that sort of character a lot and if you give them too many options either ignore them or spend too much time trying to figure out each round what they should do.  There was one guy I played with who always stuggled even with pre E strikers (who are fairly simple most of the time), but did great when we convinced him to play a slayer.

From what I've heard Essentials is pretty fun for about the first 3-5 levels, but then you get tired of your limited options "with something else thrown on"...



For the fighter, paladin, rogue, sorcerer, etc., you are right.  I would not play them for more than a one shot or mini campaign.  But I know some people who like that sort of character a lot and if you give them too many options either ignore them or spend too much time trying to figure out each round what they should do.  There was one guy I played with who always stuggled even with pre E strikers (who are fairly simple most of the time), but did great when we convinced him to play a slayer.



There was a guy I gamed with that couldn't figure out a Bow-Ranger, or a Whirling Barbarian, so I helped him build an optimized Slayer.  He STILL didn't know what to do, when his options were: Charge or Switch stances and Whack the guy next to you.
Thankfully, that game disbanded after another session or two and the rest of the players picked up without him, under a different DM.
Same players, different campaign, the DM's 11 yr old son joined us as a Halfling Thief.  He had a paper with his HP and surges and that's about it.  It was so easy for him to run and remember what his at-wills were and how many uses of Backstab he had, he didn't need anything else.  He did have a little help from his dad and older brother, but never on what kind of at-will move action Trick to use.

From what I've heard Essentials is pretty fun for about the first 3-5 levels, but then you get tired of your limited options "with something else thrown on"...



It depends on the player, a close friend of mine that I've played D&D with since high school loves the essentials classes of Slayer and Thief.  He's used to 2nd edition.  He makes his character at the beginning of the game and doesn't really want to have to weigh options of which is best because he feels it gets in the way of the real game of us playing.  He has yet to get bored of his level 16 thief.  

I personally would get bored with it, and while I really didn't like essentials at first becaue of missing hybrid and multiclass rules, and that powers didn't have levels so they weren't swappable, it has grown on me as a great way to get "old school" players into my game.

I actually think that WotC saw that as a success, but not to the level they want (and unfortunately to far into the edition for it to take hold.).  Had things like Rarity and essentials classes been part of the initial roll out it may have gone over better (and I have heard others say things to the same effect on this board as well).  

 
Welcome to ZomboniLand - My D&D Blog http://zomboniland.blogspot.com/
From what I've heard Essentials is pretty fun for about the first 3-5 levels, but then you get tired of your limited options "with something else thrown on"...


You're a few months late for E-Wars.

Basically, people use the classes or don't, allow them or not, and enjoy them or not.  They're just another option, like they always were.

Supplements like Heroes of the Feywild and Heroes of the Elemental Chaos - along with amazing articles like the strength cleric one not too long ago - have allayed fears that pre-Essentials classes would never get updated again.

-O 
From what I've heard Essentials is pretty fun for about the first 3-5 levels, but then you get tired of your limited options "with something else thrown on"...


You're a few months late for E-Wars.

Basically, people use the classes or don't, allow them or not, and enjoy them or not.  They're just another option, like they always were.

Supplements like Heroes of the Feywild and Heroes of the Elemental Chaos - along with amazing articles like the strength cleric one not too long ago - have allayed fears that pre-Essentials classes would never get updated again.

-O 



Um... they won't. They are moving on to 5E...
"Unite the [fan] base? Hardly. As of right now, I doubt their ability to unite a slightly unruly teabag with a cup of water."--anjelika
1-4E play style
The 4E play style is a high action cinematic style of play where characters worry less about being killed in one hit and more about strategy and what their next move is and the one after it. The players talk back and forth about planning a battle and who can do what to influence the outcome. 4E play is filled with cinematic over the top action. An Eladrin teleports out of the grip of the Ogre. The Fighter slams the dragons foot with his hammer causing it to rear up and stagger back in pain. The Cleric creates a holy zone where their allies weapons are guided to their targets and whenever an enemy dies the Clerics allies are healed. 4E is about knowing when to lauch your nova attack, whether its a huge arcane spell that causes enemies to whirl around in a chaotic storm, or if its a trained adrenaline surge that causes you to attack many many times with two weapons on a single target, or a surge of adrenaline that keeps you going though you should already be dead. Its about tactics and the inability to carry around a bag of potions or a few wands and never have to worry about healing. Its about the guy that can barely role play having the same chance to convince the king to aid the group as the guy that takes improv acting classes and regularly stars as an extra on movies.
Stormwind Fallacy
The Stormwind Fallacy, aka the Roleplayer vs Rollplayer Fallacy Just because one optimizes his characters mechanically does not mean that they cannot also roleplay, and vice versa. Corollary: Doing one in a game does not preclude, nor infringe upon, the ability to do the other in the same game. Generalization 1: One is not automatically a worse role player if he optimizes, and vice versa. Generalization 2: A non-optimized character is not automatically role played better than an optimized one, and vice versa. ...[aside]... Proof: These two elements rely on different aspects of a player's game play. Optimization factors in to how well one understands the rules and handles synergies to produce a very effective end result. Role playing deals with how well a player can act in character and behave as if he was someone else. A person can act while understanding the rules, and can build something powerful while still handling an effective character. There is nothing in the game -- mechanical or otherwise -- restricting one if you participate in the other. Claiming that an optimizer cannot role play (or is participating in a play style that isn't supportive of role playing) because he is an optimizer, or vice versa, is committing the Stormwind Fallacy.
The spells we should getLook here to Check out my adventures and ideas. I've started a blog, about video games, table top role playing games, programming, and many other things its called Kel and Lok Games. My 4E Fantasy Grounds game is currently full.
Um... they won't. They are moving on to 5E...


Right.  In a year or so.

And despite that, the past few supplements have been top-notch.  I'm expecting any remaining ones to be quality, too.

-O 
I'm expecting any remaining ones to be quality, too.


Based on the last few previews, I'm expect the remaining 4e products to be utter garbage.

"My flying carpet is full of elves."

What happened with that class they said was going to switch roles in the middle of combat?
"Unite the [fan] base? Hardly. As of right now, I doubt their ability to unite a slightly unruly teabag with a cup of water."--anjelika
1-4E play style
The 4E play style is a high action cinematic style of play where characters worry less about being killed in one hit and more about strategy and what their next move is and the one after it. The players talk back and forth about planning a battle and who can do what to influence the outcome. 4E play is filled with cinematic over the top action. An Eladrin teleports out of the grip of the Ogre. The Fighter slams the dragons foot with his hammer causing it to rear up and stagger back in pain. The Cleric creates a holy zone where their allies weapons are guided to their targets and whenever an enemy dies the Clerics allies are healed. 4E is about knowing when to lauch your nova attack, whether its a huge arcane spell that causes enemies to whirl around in a chaotic storm, or if its a trained adrenaline surge that causes you to attack many many times with two weapons on a single target, or a surge of adrenaline that keeps you going though you should already be dead. Its about tactics and the inability to carry around a bag of potions or a few wands and never have to worry about healing. Its about the guy that can barely role play having the same chance to convince the king to aid the group as the guy that takes improv acting classes and regularly stars as an extra on movies.
Stormwind Fallacy
The Stormwind Fallacy, aka the Roleplayer vs Rollplayer Fallacy Just because one optimizes his characters mechanically does not mean that they cannot also roleplay, and vice versa. Corollary: Doing one in a game does not preclude, nor infringe upon, the ability to do the other in the same game. Generalization 1: One is not automatically a worse role player if he optimizes, and vice versa. Generalization 2: A non-optimized character is not automatically role played better than an optimized one, and vice versa. ...[aside]... Proof: These two elements rely on different aspects of a player's game play. Optimization factors in to how well one understands the rules and handles synergies to produce a very effective end result. Role playing deals with how well a player can act in character and behave as if he was someone else. A person can act while understanding the rules, and can build something powerful while still handling an effective character. There is nothing in the game -- mechanical or otherwise -- restricting one if you participate in the other. Claiming that an optimizer cannot role play (or is participating in a play style that isn't supportive of role playing) because he is an optimizer, or vice versa, is committing the Stormwind Fallacy.
The spells we should getLook here to Check out my adventures and ideas. I've started a blog, about video games, table top role playing games, programming, and many other things its called Kel and Lok Games. My 4E Fantasy Grounds game is currently full.
What happened with that class they said was going to switch roles in the middle of combat?



Published in Heroes of the Feywild. 

Play whatever the **** you want. Never Point a loaded party at a plot you are not willing to shoot. Arcane Rhetoric. My Blog.

What happened with that class they said was going to switch roles in the middle of combat?



Published in Heroes of the Feywild. 



Yeah, but what was it, how did it work, what was good about it and what sucked about it?
"Unite the [fan] base? Hardly. As of right now, I doubt their ability to unite a slightly unruly teabag with a cup of water."--anjelika
1-4E play style
The 4E play style is a high action cinematic style of play where characters worry less about being killed in one hit and more about strategy and what their next move is and the one after it. The players talk back and forth about planning a battle and who can do what to influence the outcome. 4E play is filled with cinematic over the top action. An Eladrin teleports out of the grip of the Ogre. The Fighter slams the dragons foot with his hammer causing it to rear up and stagger back in pain. The Cleric creates a holy zone where their allies weapons are guided to their targets and whenever an enemy dies the Clerics allies are healed. 4E is about knowing when to lauch your nova attack, whether its a huge arcane spell that causes enemies to whirl around in a chaotic storm, or if its a trained adrenaline surge that causes you to attack many many times with two weapons on a single target, or a surge of adrenaline that keeps you going though you should already be dead. Its about tactics and the inability to carry around a bag of potions or a few wands and never have to worry about healing. Its about the guy that can barely role play having the same chance to convince the king to aid the group as the guy that takes improv acting classes and regularly stars as an extra on movies.
Stormwind Fallacy
The Stormwind Fallacy, aka the Roleplayer vs Rollplayer Fallacy Just because one optimizes his characters mechanically does not mean that they cannot also roleplay, and vice versa. Corollary: Doing one in a game does not preclude, nor infringe upon, the ability to do the other in the same game. Generalization 1: One is not automatically a worse role player if he optimizes, and vice versa. Generalization 2: A non-optimized character is not automatically role played better than an optimized one, and vice versa. ...[aside]... Proof: These two elements rely on different aspects of a player's game play. Optimization factors in to how well one understands the rules and handles synergies to produce a very effective end result. Role playing deals with how well a player can act in character and behave as if he was someone else. A person can act while understanding the rules, and can build something powerful while still handling an effective character. There is nothing in the game -- mechanical or otherwise -- restricting one if you participate in the other. Claiming that an optimizer cannot role play (or is participating in a play style that isn't supportive of role playing) because he is an optimizer, or vice versa, is committing the Stormwind Fallacy.
The spells we should getLook here to Check out my adventures and ideas. I've started a blog, about video games, table top role playing games, programming, and many other things its called Kel and Lok Games. My 4E Fantasy Grounds game is currently full.
Yeah, but what was it, how did it work, what was good about it and what sucked about it?


It's the berserker, a subclass of barbarian that changes from a martial defender to a primal striker. It's actually not bad.

"My flying carpet is full of elves."

Yeah, but what was it, how did it work, what was good about it and what sucked about it?


It's the berserker, a subclass of barbarian that changes from a martial defender to a primal striker. It's actually not bad.



The berserker is really useful in parties of 3 or 4. It gives the party some flexibility regarding role. Need more defense? Stay out of the rage. Need to kill something quickly? Start raging.
Yeah, I was surprised at just how well it worked. I was one of those who didn't think a dual-role class could possibly ever be balanced, expecting it either to be overpowered (by being able to fill two roles just as well as two separate characters could) or (more likely) to end up being useless at both roles. But they hit the balance just right, while also managing to make a unique, flavoursome and mechanically interesting (sub)class.

It almost makes up for the existence of the witch and the binder...

"My flying carpet is full of elves."

The main issues with the Berserker come more from the Defender Aura than issues with its hybrid roles.
I have a Berserker in my group, and he's remarkably potent.  I'm impressed at how well he works; his punishment mechanism as a Defender isn't the stickiest - but it does a considerable amount of damage.  And the number of temporary HPs he gets every encounter is just staggering.

He and the Battlemind are having a lot of fun playing Defender Ping-Pong.  It goes something like this...

(1) Monster is in the Berserker's defender aura.  (It would work just as well with a mark, fwiw.)
(2) Monster attacks Berserker, as expected.
(3) Battlemind lightning rushes, 2pp, and the monster is now attacking the Battlemind
(4) Berserker uses his mark punishment to deal impressive striker-level damage to the monster.
(5) Battlemind smacks him, too
(6) Monster finally gets to attack.

It gets even crazier when the Battlemind uses his Shattered Time daily.

-O
The main issues with the Berserker come more from the Defender Aura than issues with its hybrid roles.


Yes, there is an issue with defender auras, but my view is that a DM that takes unfair advantage of the limitations of DA to neutralise a defender is no better than one who uses readied action cheese to do the same.

"My flying carpet is full of elves."

I am glad to hear the berserker works out well in actual play.  Its one of the few classes I have never seen in actual play and I was skeptical it would be effective when I first read it.
i dont really care about playing a beserker but i am sure glad they exist bc now i can pick dailies other than rages for hybrid barbs. theres some really nice ones
Played a knight for the current encounters season that just ended. He felt less glamourous than some of the other classes simply due to lack of dailies or big damage enounter powers, but his defender mechanics are top notch. Dealing punishment damage even on a missed OA essentially churns through any minions and because all of his powers revolve around MBAs he has ridiculous mobility to charge every turn. More importantly because his stances (specifically Defend the Line with World Serpent's grasp feat) makes him ridiculously sticky though less so in open combat vs in buildings and dungeons.

I'll be trying out the Executioner this next enounters session and I'd love to play a berserker sometime.
Played a knight for the current encounters season that just ended. He felt less glamourous than some of the other classes simply due to lack of dailies or big damage enounter powers, but his defender mechanics are top notch. Dealing punishment damage even on a missed OA essentially churns through any minions and because all of his powers revolve around MBAs he has ridiculous mobility to charge every turn. More importantly because his stances (specifically Defend the Line with World Serpent's grasp feat) makes him ridiculously sticky though less so in open combat vs in buildings and dungeons.

I'll be trying out the Executioner this next enounters session and I'd love to play a berserker sometime.



Minions don't take damage on a miss.
"Unite the [fan] base? Hardly. As of right now, I doubt their ability to unite a slightly unruly teabag with a cup of water."--anjelika
1-4E play style
The 4E play style is a high action cinematic style of play where characters worry less about being killed in one hit and more about strategy and what their next move is and the one after it. The players talk back and forth about planning a battle and who can do what to influence the outcome. 4E play is filled with cinematic over the top action. An Eladrin teleports out of the grip of the Ogre. The Fighter slams the dragons foot with his hammer causing it to rear up and stagger back in pain. The Cleric creates a holy zone where their allies weapons are guided to their targets and whenever an enemy dies the Clerics allies are healed. 4E is about knowing when to lauch your nova attack, whether its a huge arcane spell that causes enemies to whirl around in a chaotic storm, or if its a trained adrenaline surge that causes you to attack many many times with two weapons on a single target, or a surge of adrenaline that keeps you going though you should already be dead. Its about tactics and the inability to carry around a bag of potions or a few wands and never have to worry about healing. Its about the guy that can barely role play having the same chance to convince the king to aid the group as the guy that takes improv acting classes and regularly stars as an extra on movies.
Stormwind Fallacy
The Stormwind Fallacy, aka the Roleplayer vs Rollplayer Fallacy Just because one optimizes his characters mechanically does not mean that they cannot also roleplay, and vice versa. Corollary: Doing one in a game does not preclude, nor infringe upon, the ability to do the other in the same game. Generalization 1: One is not automatically a worse role player if he optimizes, and vice versa. Generalization 2: A non-optimized character is not automatically role played better than an optimized one, and vice versa. ...[aside]... Proof: These two elements rely on different aspects of a player's game play. Optimization factors in to how well one understands the rules and handles synergies to produce a very effective end result. Role playing deals with how well a player can act in character and behave as if he was someone else. A person can act while understanding the rules, and can build something powerful while still handling an effective character. There is nothing in the game -- mechanical or otherwise -- restricting one if you participate in the other. Claiming that an optimizer cannot role play (or is participating in a play style that isn't supportive of role playing) because he is an optimizer, or vice versa, is committing the Stormwind Fallacy.
The spells we should getLook here to Check out my adventures and ideas. I've started a blog, about video games, table top role playing games, programming, and many other things its called Kel and Lok Games. My 4E Fantasy Grounds game is currently full.
You sir are correct and I have no idea why I wrote that as I speficially was told that two sessions ago and apprently forgot. Still a very nice and sticky class.
You sir are correct and I have no idea why I wrote that as I speficially was told that two sessions ago and apprently forgot. Still a very nice and sticky class.



Minion churning is relegated to auto hitting AoE's
"Unite the [fan] base? Hardly. As of right now, I doubt their ability to unite a slightly unruly teabag with a cup of water."--anjelika
1-4E play style
The 4E play style is a high action cinematic style of play where characters worry less about being killed in one hit and more about strategy and what their next move is and the one after it. The players talk back and forth about planning a battle and who can do what to influence the outcome. 4E play is filled with cinematic over the top action. An Eladrin teleports out of the grip of the Ogre. The Fighter slams the dragons foot with his hammer causing it to rear up and stagger back in pain. The Cleric creates a holy zone where their allies weapons are guided to their targets and whenever an enemy dies the Clerics allies are healed. 4E is about knowing when to lauch your nova attack, whether its a huge arcane spell that causes enemies to whirl around in a chaotic storm, or if its a trained adrenaline surge that causes you to attack many many times with two weapons on a single target, or a surge of adrenaline that keeps you going though you should already be dead. Its about tactics and the inability to carry around a bag of potions or a few wands and never have to worry about healing. Its about the guy that can barely role play having the same chance to convince the king to aid the group as the guy that takes improv acting classes and regularly stars as an extra on movies.
Stormwind Fallacy
The Stormwind Fallacy, aka the Roleplayer vs Rollplayer Fallacy Just because one optimizes his characters mechanically does not mean that they cannot also roleplay, and vice versa. Corollary: Doing one in a game does not preclude, nor infringe upon, the ability to do the other in the same game. Generalization 1: One is not automatically a worse role player if he optimizes, and vice versa. Generalization 2: A non-optimized character is not automatically role played better than an optimized one, and vice versa. ...[aside]... Proof: These two elements rely on different aspects of a player's game play. Optimization factors in to how well one understands the rules and handles synergies to produce a very effective end result. Role playing deals with how well a player can act in character and behave as if he was someone else. A person can act while understanding the rules, and can build something powerful while still handling an effective character. There is nothing in the game -- mechanical or otherwise -- restricting one if you participate in the other. Claiming that an optimizer cannot role play (or is participating in a play style that isn't supportive of role playing) because he is an optimizer, or vice versa, is committing the Stormwind Fallacy.
The spells we should getLook here to Check out my adventures and ideas. I've started a blog, about video games, table top role playing games, programming, and many other things its called Kel and Lok Games. My 4E Fantasy Grounds game is currently full.
So basically they realized not enough people want Essentials or they weren't hitting their targets, and decided to scrap 4E... wonderful....

Ok, well I'll poke around until some overzealous ORC temp bans me again...


More like 4e wasn't doing well and Essentials was the last attempt to save the edition, but because there's so much hate for Essentials the edition is dying. 

5 Minute WorkdayMy Webcomic Updated Tue & Thur

The compilation of my Worldbuilding blog series is now available: 

Jester David's How-To Guide to Fantasy Worldbuilding.

For what it's worth, I don't think any of the above hyperbole is true.

4e is and has been doing fine. It's very different in balance and structure than previous editions, and so Wizards lost a lot of business to Pathinder in the transition.

Essentials was an experiment to see if disparate systems could be balanced enough to play together indiscriminately, and was a success.

5e is the child of that success: an attempt to reconcile the differences between 4e, essentials, and prior editions with the hopes of reclaiming their lost customers.

It's a noble, if far-fetched goal. They have some very smart people working on it, so it just might work.

And if it doesn't? I'll keep playing 4e happily.
Played a knight for the current encounters season that just ended. He felt less glamourous than some of the other classes simply due to lack of dailies or big damage enounter powers, but his defender mechanics are top notch. Dealing punishment damage even on a missed OA essentially churns through any minions and because all of his powers revolve around MBAs he has ridiculous mobility to charge every turn. More importantly because his stances (specifically Defend the Line with World Serpent's grasp feat) makes him ridiculously sticky though less so in open combat vs in buildings and dungeons.

I'll be trying out the Executioner this next enounters session and I'd love to play a berserker sometime.



Minions don't take damage on a miss.


Battle Guardian is not an attack dealing damage on a miss.  It's a tweaky, picky rules element, and interpretations can be argued either way, but technically, Battle Guardian does autodamage, and does autokill minions.  Not so the Berserker (or Eladrin Knight)'s punishment.
Harrying your Prey, the Easy Way: A Hunter's Handbook - the first of what will hopefully be many CharOp efforts on my part. The Blinker - teleport everywhere. An Eladrin Knight/Eldritch Knight. CB != rules source.
I'll have to keep that in mind. The argument that the strength mod damage even on a miss as being part of the main block of text and not contained within a miss effect does make it rules-laywery, but still a tough sell.
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