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5 years ago ::
Apr 28, 2008 - 6:56PM
#31
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Date Joined:
Mar 27, 2004
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The abiltys are now generated by using points. So it is going to be better than the point buy system in the DMG now? I mean, come on, getting an 18 stat is 68 points, for pete's sake. Don't you only get 32 at high powered level?
Terms you should know... Spoiler:
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Kit Build - A class build that is self sustaining and has mechanical differences than the normal scale. Started in Essentials. Most are call their own terms, though the Base Class should be said in front of their own terms (Like Assassin/Executioner)
Power Points - A mechanic that was wedged into the PHB3 classes (with the exception of the Monk) from the previous editions. This time, they are used to augment At Wills to be Encounters, thus eliminating the need to choose powers past 4th level. Mage Builds - Kit builds that are schools of magic for the Wizard. A call back to the previous editions powering up of the wizard. (Wizard/Necromancer, for example) Unlike the previous kit builds, Wizards simply lose their Scribe Rituals feature and most likely still can choose powers from any build, unlike the Kit Builds.
Parcel System - A treasure distribution method that keeps adventurers poor while forcing/advising the DM to get wish lists from players. The version 2.0 rolls for treasure instead of making a list, and is incomplete because of the lack of clarity about magic item rarity.
ha ha
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They will Essentialize the Essentials classes, otherwise known as Essentials2.
The new sub-sub-classes will be:
* Magician. A subsubclass of Mage, the magician has two implements, wand and hat, one familiar (rabbit) and series of basic tricks. * Crook. A subsubclass of Thief, the Crook can only use a shiv, which allows him to use his only power... Shank. * Angry Vicar, a subsubclass of warpriest, the angry vicar has two attacks -- Shame and Lecture. * Hitter. A subsubclass of Slayer, the Hitter hits things. * Gatherer. A subsubclass of Hunter, it doesn't actually do anything, but pick up the stuff other players might leave behind.
Future Essentials2 classes include the Security Guard (Sentinel2), the Hexknife (Hexblade2), the Webelos (Scout2), the Gallant (Cavalier2) and the Goofus (Knight2).
These will all be detailed in the box set called Heroes of the Futile Marketing.
(Though what they should really release tomorrow is the Essentialized version of the Witchalok!)
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5 years ago ::
Apr 28, 2008 - 7:08PM
#32
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Date Joined:
Jan 28, 2004
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Points buy may be actually better for roleplaying if one think about it.
You make the character HOW you see him or her in the head, no randomness to botch it.
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5 years ago ::
Apr 28, 2008 - 7:45PM
#33
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I prefer Point Buy in 3.5 and will continue to use it in 4E. However, I truly hope they include the array and dice options. Everyone should play however they wish to; there is no "right" way to play D&D.
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5 years ago ::
Apr 28, 2008 - 8:27PM
#34
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So it is going to be better than the point buy system in the DMG now? I mean, come on, getting an 18 stat is 68 points, for pete's sake. Don't you only get 32 at high powered level? The table in the DMG is total, not cumulative. This conclusion is draw the explanation which says that scores of 14 or lower are taken on a one for one basis combined with the steady progression of the table from scores 9 through 14. Thus, an 18 stat costs 16 points.
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5 years ago ::
Apr 28, 2008 - 9:42PM
#35
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Date Joined:
Jul 28, 2001
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The 3.5e point buy does not work for the pregens that have been disclosed. I believe the default will be a 32 point buy where an 18 costs 18, and other scores cost 1 per point over 8, +1 per point over 13. (That works with the pregens.)
However, based upon recent releases that suggest characters gain +1 to an ability score at 11th, 14th, and 18th levels, I have applied algebra to the pregens again with the assumption that you also get a +1 at 1st, 4th, and 8th. It actually works, but the results are a little less satisfactory than my previous calculations. Specifically:
30 point buy 17 costs 16, and other scores cost 1 per point over 8, +1 per point over 13. I would have to guess how much an 18 costs.
So, I'm guessing that you do not get a +1 to any ability score at 1st level. AFIK, it cannot be proven either way.
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5 years ago ::
Apr 28, 2008 - 11:52PM
#36
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Date Joined:
Mar 26, 2007
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And others think that every fighter with 16 con being the clone of every other fighter with a 16 con, just doesn't make sense. We like variety, and in some cases, for things to be more realistic. Hit point ranges are one of those ways. Why would every fighter have a 16 Con, have you never heard of the 3.5 fighter that needed to focus on Int for certain feats (or high Dex boy etc), or people that like to realize a character concept through point buy they just couldn't with rolling…ah, no, well once again it would seem you're looking for a fight – we've all told you about this.
Come on, please, don't make an enemy of your own future on these boards, if you know what I mean.
For the record, I think any method is fine as long as the group is happy.
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5 years ago ::
Apr 29, 2008 - 8:01AM
#37
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Date Joined:
Dec 21, 2006
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Why would every fighter have a 16 Con, have you never heard of the 3.5 fighter that needed to focus on Int for certain feats (or high Dex boy etc), or people that like to realize a character concept through point buy they just couldn't with rolling…ah, no, well once again it would seem you're looking for a fight – we've all told you about this.
Come on, please, don't make an enemy of your own future on these boards, if you know what I mean.
For the record, I think any method is fine as long as the group is happy. For the record, many of my fighters start with 13s and 14s (or 15s if I can afford it). The theory being that, I'll risk it until I can bump it up at 4th level where I have probably become attached to the character if, he makes it. In my experience in LG, I have probably seen as many 14 or 18 CONs as I do 16s on fighters. It really comes down to where you prioritize with your abilities.
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5 years ago ::
Apr 29, 2008 - 10:18AM
#38
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Date Joined:
Mar 22, 2008
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Why would every fighter have a 16 Con, have you never heard of the 3.5 fighter that needed to focus on Int for certain feats (or high Dex boy etc), or people that like to realize a character concept through point buy they just couldn't with rolling…ah, no, well once again it would seem you're looking for a fight – we've all told you about this.
Come on, please, don't make an enemy of your own future on these boards, if you know what I mean.
For the record, I think any method is fine as long as the group is happy. Are deliberately being dense? I gave a specific example to illustrate something about fixed hit points per level. That example required two fighters with an equal CON score. Nowhere did I even hint that all fighters would have a 16 CON. Then you go on to discuss stat buying as if I was discussing anything other than hit points. ROFL. Very nice.
As for your threat of being an enemy of mine. I really don't care one whit what you do. Especially since you seem to be incapable of understanding something as simple as an example.
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5 years ago ::
Apr 29, 2008 - 10:22AM
#39
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Date Joined:
Mar 22, 2008
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For the record, many of my fighters start with 13s and 14s (or 15s if I can afford it). The theory being that, I'll risk it until I can bump it up at 4th level where I have probably become attached to the character if, he makes it. In my experience in LG, I have probably seen as many 14 or 18 CONs as I do 16s on fighters. It really comes down to where you prioritize with your abilities. Definately. The thing is, the actual CON number for my example could have been 3 or 30. It wasn't about what the actual number is, only that for the purposes of my example, both fighters needed to have the same number. When I make a character, I place stats according to the character concept I have in mind. That said, even differing CON scores produce virtual hit point clones in 4ed. A 20th level fighter with a 14 CON will have 6 less hit points than a 20th level fighter with a 20 CON. That gap will be among the widest among 20th level fighters.
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5 years ago ::
Apr 29, 2008 - 11:42AM
#40
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Date Joined:
Jul 28, 2001
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Definately. The thing is, the actual CON number for my example could have been 3 or 30. It wasn't about what the actual number is, only that for the purposes of my example, both fighters needed to have the same number. When I make a character, I place stats according to the character concept I have in mind. That said, even differing CON scores produce virtual hit point clones in 4ed. A 20th level fighter with a 14 CON will have 6 less hit points than a 20th level fighter with a 20 CON. That gap will be among the widest among 20th level fighters. Your desire for "randomness" makes sense in a novel that has one main hero. The main character "rolled well" and his companions "rolled poorly." His companions can die off or share less (or none) of the limelight and it doesn't make any difference. The main character can even be higher level than his companions, making them even less significant.
In cooperative storytelling, though, having one character weaker than another just isn't fun. Most players like to have characters that are equivalent to their fellow players' characters. Some like to be more powerful (IMO, these are the major random-roller fans), but would get by with characters that were just equivalent to those of their fellow players. I realize that some people gain joy from the randomness of rolling hit points and ability scores, but the enjoyment is of the randomness, not the result. So for those of us who are more results-oriented, the static hit point and point buy default are probably about like the house rules we already implemented in our games.
I have been gaming a long time and have never come across clones using point buy and static hit points. I would venture to say that random rolling results in more clones, since you cannot guide the scores as appropriate for a character concept that you have in your head. Of course, my players tend to invest some thought in an interesting concept, and point buy accordingly.
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