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1 year ago ::
Jan 29, 2012 - 10:14PM
#11
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Oe - Cleric
Why? Because my first DM/GM let me play, as the rules clearly allowed, a young dragon. As a cleric. A chaotic good cleric, though I seem to remember this was before "good, evil, and neutral" were added to the alignments.
Y'see, it was that ability to be anything and try to do anything (whether or not the character was successful) which made it that much fun. And I got to make up my own diety and everything. (George, patron god of reptiles.)
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1 year ago ::
Jan 29, 2012 - 10:16PM
#12
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Warlord (4e, obviously). Awesomeness with awesome frosting, awesome sprinkles and awesome filling.
Another day, another three or four entries to my Ignore List.
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1 year ago ::
Jan 29, 2012 - 10:33PM
#13
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Date Joined:
Jan 27, 2008
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2nd : Wild Mage, chaos incarnate bard, just like htem artificer, (from the players option series) 3.x : sorcerer, love spellcasters and if your group was not playing seriously enough to need to spell selection it was a great spell battery. 4E : warlock, battlemind, assassin, bard, warlord.
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1 year ago ::
Jan 29, 2012 - 10:59PM
#14
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Date Joined:
Aug 19, 2007
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3.0/3.5 : Wizard. I felt guilty a lot back in the day  4E: Wizard. It's what a Wizard should be: able to hold off entire encounters alone, if need be, but needs backup from his fellow party memebers or he will eventually die. Also, Rituals.
Are you interested in an online 4E game on Sunday? Contact me with a PM! Spoiler:
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Reflavoring: the change of flavor without changing any mechanical part of the game, no matter how small, in order to fit the mechanics to an otherwise unsupported concept. Retexturing: the change of flavor (with at most minor mechanical adaptations) in order to effortlessly create support for a concept without inventing anything new. Houseruling: the change, either minor or major, of the mechanics in order to better reflect a certain aspect of the game, including adapting the rules to fit an otherwise unsupported concept. Homebrewing: the complete invention of something new that fits within the system in order to reflect an unsupported concept. Ideas for 5ESpoiler:
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1 year ago ::
Jan 29, 2012 - 11:10PM
#15
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Date Joined:
Jan 16, 2012
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3.0/3.5 The cleric made you a very popular person and had a very decent chance at holding the line when it all hit the fan.
4.0 The warlord I never played one myself but I always knew some crazy sliding and basic attack goodness was on it's way whenever I saw one.
The Slayer was a simple as sin. But sometimes it was fun to play a smash and bash and repeat fighter. Especially if a warlord was around.
The Berserker was gloriously flexible as a tank or a striker.
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1 year ago ::
Jan 29, 2012 - 11:24PM
#16
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Date Joined:
May 11, 2009
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3.5 - Definitely the Beguiler (PHBII); Spell list to die for, armored caster, high skill points, great flavor, the only thing missing is teleportation... I also like the Dread Necromancer (Heroes of Horror), and the Scout (Complete Adventurer).
4.0 - Haven't made a character as a player yet (I am the DM for our 4E session,) but I have a feeling I would really like the rogue. All those movement powers and sneak attacks are my kind of thing.
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1 year ago ::
Jan 30, 2012 - 12:05AM
#17
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Date Joined:
Jun 10, 2008
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1e - Ranger, pretty handily. Wasn't as of yet shackled to dual-wielding for melee, did all the badass Ranger things you'd expect from that class, was very sturdy from Lv. 1. I also liked 1e's Bard, except for the triple-classing requirements to enter that class. Which, unfortunately, was a pretty big part of the class. 2e - Justifier (Ranger kit), hands down. The ultimate commando in that game as far as martial-type characters went. Had the Fighter's Weapon Specialization, stealthed better than the standard Ranger, could fight decently unarmed, deal a crapload of damage when attacking alongside an animal companion, created surprise rounds for the party with minimum fuss. 3.5 - I liked all three ToB classes, but the Warblade was my favorite out of those. Best maneuver recovery mechanic of the ToB classes, had the full BAB, and you could make him anything from the prototypical 4e Taclord (White Raven school) to a one-man wrecking crew with the likes of Iron Heart, Tiger Claw and Diamond Mind schools. 4e - Bard. First time since 1e I approved of the flavor, and the only time I ever approved 100% of its execution. Love having a movement-focused Leader class who can also enable some attacks, with a healthy dose of battlefield control and build versatility (from unlimited multiclassing) on the side. I love Paladin, Warlord and Ranger about as much, though.
D&DN Paladin: Half-Fighter, half-Cleric, all useless. D&DN Ranger: Third-Fighter, third-Rogue, third-Druid, all useless. With one interesting concept that has its execution botched. My 4e Character Op work:Character guides
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Builds
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1 year ago ::
Jan 30, 2012 - 3:43AM
#18
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1e: Ranger, I really like classes that have diverse abilities. 2e: Ranger & Bard: Same as above. 3e: Bard, Hexblade, Warlock & Psychic warrior: I started likeing the dark anti-hero themed classes in the warlock & hexblade. Of course, hybrid spellcaster classes where still great, but I lost a little interest in the ranger (just didn't like either 3e or 3.5e version). 4e: Warlock & swordmage: although I didn’t play 4e a lot those two classes stood out, I really missed the hexblade (favoite class of all time) and hated the new ranger.
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1 year ago ::
Jan 30, 2012 - 5:51AM
#19
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Date Joined:
Sep 25, 2007
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BECMI/Rules Cyclopedia, and similar: Fighter - especially when the weapon mastery system is being used as it scaled your attack bonuses and damage dice. Really let me feel like I could take a two-handed sword to a dragon and (so long as I had some protection from the breath weapon) kick the bugger's teeth in.
1st & 2nd Edition: Mage - especially specialist wizards in 2e and a wizard customized with the Player's Option books so that he had access to healing spells.
3.x Edition: Wizard - specifically a specialist that gave up enchantment & necromancy and specialized in either evocation or transmutation.
4th Edition Slayer - it showed up at a perfect moment when I was worn out on the AEDU style classes and reminded me a lot of the BECMI fighter I used to play.
In all editions mentioned above, the other class (Wizard if I said Fighter, Fighter if I said Wizard) was a close 2nd favorite at worst, and occassionally the more favored... they have pretty well solidified now that I haven't played any of those games in some time... but so far with Pathfinder, which I have been playing a while now, it seems that Magus (a base class that provides a certain sort of fighter/wizard play) is my favorite.
Careful, man. That much logic might be illegal on the internet. - Salla
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1 year ago ::
Jan 30, 2012 - 5:57AM
#20
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Date Joined:
Jan 20, 2008
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4th edition: Hexblade - never have I felt such a good combination of flavor and fluff. 4th edition: Mage - same as above and so damn effective, too. The specialization on a magic field was wonderfully backed up and supported by rules. 4th edition: Fighter (Weaponmaster - from the PHB) - So effective especially for a base class that was there from the beginning. IMO it stayed relevant over the whole edition.
3.5: Assassin - cool ideas, but honestly, for quite some parts a bad execution.
But what would interest me also is: Which races from which edition did you like best? Maybe that's worth a topic by itself, too?
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