I'm beginning to come around on 4E. That is to say that I'm starting to see the forest for the trees. While it still feels very generic and has some annoying restrictiveness there are some elements that are welcome and enjoyable. With enough time and a few more books like "Arcane Powers" etc... it could turn into a thoroughly enjoyable game. For sure it'll have some flaws but 3.5 was flawed in numerous ways but it was still fun to play. It's not hard to imagine that 4E will be the same.
However, I'm beginning to feel like we're running out of time. We've been playing 4E for over a year now and we're only just barely 4th level. In other words, we've only just begun to scratch the surface of what 4E can really be. To really plumb the depths of the game will take us several years, at which point WotC will be releasing 5th edition. We're toying with a couple of solutions. Either double xp from now on, or sampling one-night adventures of various levels.
In the meantime, I thought I'd do a series of posts about each of the major issues I have with 4E. I do this because it helps me to reason these things out in written form. Plus, I can often go back and re-read what I wrote and see where my logic left the rails. Finally, any feedback I get from different viewpoints can be very enlightening.
The first of my grips with 4E is the whole irrelevance of character class.
I have written on my character sheet that Tycho is a fighter/wizard, but in play neither of those words ever really matter. The wizard part is especially meaningless to me. I mean, other than having a spellbook and an orb, he never does anything "wizardy".
Oh, he "casts" (to use the term very loosely) Chill Strike and Thunderwave, buys up rituals and components whenever he gets the chance, and identifies magic items thanks to his training in the Arcana skill, but so what? Every class has powers that can do essentially the same things as Chill Strike and Thunderwave. That is daze or push opponents while dealing some modest damage. With feats or skills chosen at 1st level anyone can use the Arcana skill and cast the same rituals.
Therein lies the problem. Nothing really feels exclusively "wizardy" or "spellcasty".
To be fair, there are a couple of real differences between his wizard powers and his fighter powers. The former are opposed by the target's Reflex, Will, or Fortitude while the latter are versus AC. The wizard powers have longer range (10 squares or burst 3) while the fighter powers are all pretty much adjacent targets only. Another difference is that the wizard powers can provoke attacks of opportunity.
Yes, I'm aware that there are lots of differences between the fighter and wizard classes. The Hit Points, healing surges, defense bonuses, etc... are not universal and do have an impact on the game. However, in my opinion the real heart of the 4E class lies in the powers and those don't seem to have any concrete ties to the actual class. In fact, I think that the powers are more strongly related to the role than the class.
So much so that I would argue that instead of picking a character class, one could pick a Role and perhaps a power source. Powers would then be selected from whatever classes fell under that role and power source. An arcane striker would pick from the lists of both the sorcerer and warlock. A martial defender would have the fighter and paladin (I think?) lists to chose from. The end result would be a much more satisfying and customized character.
As it stands now, I find that when creating my character I undergo a series of trade-offs just to fit my concept. A swordmage might be more accurate but the powers don't quite fit the image I have in my head. A wizard doesn't fit either but the powers do. In the end I'm left with a character that's still fun to play but less than satisfying in a number of ways.
Then again, I might be placing too much emphasis on the powers.
At any rate, while I can understand the reasoning behind the whole any-character-can-do-anything philosophy of 4E. No one likes sitting there doing nothing while the player of the rogue searches the hallway for traps and disarms them all. Or while the wizard casts a bunch of Dispel Magic spells. Or while the fighter rolls five attacks and checks for criticals. It can be tedious and boring.
However, there's something to be said for having specialists with an expertise that only they can have. It makes a choice of class meaningful. It gives one a feeling of real contribution. It gives one a moment to shine. Shine on you crazy diamonds. Shine on.
Monday, July 6, 2009
Hybrid Experience, a little more
Had a good gaming session on Saturday night so I can add a few thoughts on the Hybrid rules.
For starters I can honestly say that my hybrid fighter/wizard is very close to the actual concept I had for my character. That is, a proud Dragonborn warrior with a talent for magic. The bookish aspect of the wizard class is the only thing that still doesn't fit, and it irks me because the class otherwise fits nicely. At least in terms of the powers it gives me access to.
Speaking of which, I've abandoned the Controller role that the wizard is supposed to fill. I suppose my Thunderwave power can still be used to push enemies around but otherwise I don't have anything that affects a mob. This could come back to haunt the party. Or it might be something I can correct as I get to pick new powers at future levels. Assuming that the new controlling power still fits with my storm concept.
The figher's combat challenge, when I remembered to use it, was nice in that I managed to keep a hobgoblin from attacking our rogue who was in a tough spot. Being able to "mark" an enemy wasn't the reason behind creating a fighter hybrid but it did come in handy.
I got a kick out of the Brute Strike daily that the fighter side gave me. The fact that it's "reliable" means that at some point in the day, I am going to hit someone for triple damage. I missed twice on Saturday night, but because it was never expended I'll get to keep trying until I roll something higher than a 5.
I am wondering if the wizard powers (and I suppose any others that target anything other than AC) are going to fall behind the curve, so to speak. In 3.5 I always hated how at the upper levels (15 plus) my spells were always saved against simply because the monster's save bonuses were way higher than my DC could ever be. It seems like 4E hasn't fixed that as my hybrid enjoys a +10 with his bastard sword but a mere +6 with his spells. Throw in some flanking or combat advantage and the discrepency widens.
While I understand that most enemies will have higher AC than the other defences, I'm worried that Reflex/Will/Fortitude defenses will outpace my Int+1/2 char level bonus.
As for the rest of the hybrid mechanics, I haven't seen any flaw in terms of HP etc... I can take a fair bit of abuse but no more than anyone else in the party. Seems like WotC hit a nice balance with their numbers.
Over all, I'm pretty happy with the hybrid character I have. Happy enough to keep him until 8th level, assuming I can keep him alive that long. At that point I'll probably switch back to a pure class like a swordmage and do another comparison.
For starters I can honestly say that my hybrid fighter/wizard is very close to the actual concept I had for my character. That is, a proud Dragonborn warrior with a talent for magic. The bookish aspect of the wizard class is the only thing that still doesn't fit, and it irks me because the class otherwise fits nicely. At least in terms of the powers it gives me access to.
Speaking of which, I've abandoned the Controller role that the wizard is supposed to fill. I suppose my Thunderwave power can still be used to push enemies around but otherwise I don't have anything that affects a mob. This could come back to haunt the party. Or it might be something I can correct as I get to pick new powers at future levels. Assuming that the new controlling power still fits with my storm concept.
The figher's combat challenge, when I remembered to use it, was nice in that I managed to keep a hobgoblin from attacking our rogue who was in a tough spot. Being able to "mark" an enemy wasn't the reason behind creating a fighter hybrid but it did come in handy.
I got a kick out of the Brute Strike daily that the fighter side gave me. The fact that it's "reliable" means that at some point in the day, I am going to hit someone for triple damage. I missed twice on Saturday night, but because it was never expended I'll get to keep trying until I roll something higher than a 5.
I am wondering if the wizard powers (and I suppose any others that target anything other than AC) are going to fall behind the curve, so to speak. In 3.5 I always hated how at the upper levels (15 plus) my spells were always saved against simply because the monster's save bonuses were way higher than my DC could ever be. It seems like 4E hasn't fixed that as my hybrid enjoys a +10 with his bastard sword but a mere +6 with his spells. Throw in some flanking or combat advantage and the discrepency widens.
While I understand that most enemies will have higher AC than the other defences, I'm worried that Reflex/Will/Fortitude defenses will outpace my Int+1/2 char level bonus.
As for the rest of the hybrid mechanics, I haven't seen any flaw in terms of HP etc... I can take a fair bit of abuse but no more than anyone else in the party. Seems like WotC hit a nice balance with their numbers.
Over all, I'm pretty happy with the hybrid character I have. Happy enough to keep him until 8th level, assuming I can keep him alive that long. At that point I'll probably switch back to a pure class like a swordmage and do another comparison.
Labels:
character concepts,
controller,
defender,
hybrids,
roles
Thursday, July 2, 2009
Arcane Power: A welcome boost or necessary evil?
By now it should come as no surprise that I'm not exactly a fan of 4E. I'm sure I've beaten the no-multiclassing-spellcasters-suck-now horse well past the point of death. However, there are some signs that 4E might someday mature into a good all around game.
The hybrid rules are a step in the right direction. The whole emphasis on a character's "Role" in the party is still overly invasive, restrictive, and utterly annoying but at least there's some room for creative class mixing.
The new monk not only solidifies a class that always felt "tacked on" but also validates psionics, which were just shit from the get go. While the final product of the monk and psionics is yet to be seen, it sure looks promising.
Really, the only remaining disappointment I have is with the spellcasters. Namely the Arcane ones. The ones that were my favorites in 3rd edition but now feel and play exactly like any other class.
I'm sure that the Wizards, Sorcerers, Warlocks et al get access to some pretty sweet powers eventually. I've seen a few that I'm actually looking forward to having but it all rings hollow when I look at the powers the fighter side of my hybrid will get. They have the same level of niftiness with the added bonus of being right up in the thick of the action. Martial characters get to have their cake and eat it too.
Which brings me to the new "Arcane Powers" supplement. It's name alone gives me hope. After all, I really liked the majority of the content in the "Martial Powers" book, so I'm hoping the Arcane version will be filled with similar yumminess.
I read somewhere (sorry for the lack of linkage, I wanna say that it was somewhere on dungeonmastering.com but I'm not sure and I'm too lazy to go searching) that the Familiar is finally joining the party, and that they have a passive and active mode. That's all well and good. I've never been a big fan of the familiar, simply because I don't like the extra bookkeeping and logistics of having one. If they've dumbed the familiar down to the point of being a magic item that perches on one's shoulder, that's fine by me.
I also saw something on a storm theme which is enticing. Not only is the sorcerer my favorite 3rd edition class, the addition of the storm theme would make it a good fit for my current hybrid fighter/wizard. I might need to do yet another character re-build. Or, perhaps not, since class is almost meaningless in 4E (but that's another post entirely).
I'm sure the wizard, warlock, and bard all gain some new tricks as well. The wizard section(s) will be of particular interest to me, and the warlock might be a good or interesting read, but I still say that the warlock and sorcerer are redundant. While one uses pacts and the other has a chaotic slant, in the end both are arcane strikers. Do we really need two of those? As for the bard, well, who really cares about bards?
While I'm loathe to drop any more cash on an edition that I'm not entirely sold on (yet) when we have a very fun edition to fall back upon, I'll probably break down and buy Arcane Power when I get the chance. I just hope that it finally gives the spellcasters a reason to be.
The hybrid rules are a step in the right direction. The whole emphasis on a character's "Role" in the party is still overly invasive, restrictive, and utterly annoying but at least there's some room for creative class mixing.
The new monk not only solidifies a class that always felt "tacked on" but also validates psionics, which were just shit from the get go. While the final product of the monk and psionics is yet to be seen, it sure looks promising.
Really, the only remaining disappointment I have is with the spellcasters. Namely the Arcane ones. The ones that were my favorites in 3rd edition but now feel and play exactly like any other class.
I'm sure that the Wizards, Sorcerers, Warlocks et al get access to some pretty sweet powers eventually. I've seen a few that I'm actually looking forward to having but it all rings hollow when I look at the powers the fighter side of my hybrid will get. They have the same level of niftiness with the added bonus of being right up in the thick of the action. Martial characters get to have their cake and eat it too.
Which brings me to the new "Arcane Powers" supplement. It's name alone gives me hope. After all, I really liked the majority of the content in the "Martial Powers" book, so I'm hoping the Arcane version will be filled with similar yumminess.
I read somewhere (sorry for the lack of linkage, I wanna say that it was somewhere on dungeonmastering.com but I'm not sure and I'm too lazy to go searching) that the Familiar is finally joining the party, and that they have a passive and active mode. That's all well and good. I've never been a big fan of the familiar, simply because I don't like the extra bookkeeping and logistics of having one. If they've dumbed the familiar down to the point of being a magic item that perches on one's shoulder, that's fine by me.
I also saw something on a storm theme which is enticing. Not only is the sorcerer my favorite 3rd edition class, the addition of the storm theme would make it a good fit for my current hybrid fighter/wizard. I might need to do yet another character re-build. Or, perhaps not, since class is almost meaningless in 4E (but that's another post entirely).
I'm sure the wizard, warlock, and bard all gain some new tricks as well. The wizard section(s) will be of particular interest to me, and the warlock might be a good or interesting read, but I still say that the warlock and sorcerer are redundant. While one uses pacts and the other has a chaotic slant, in the end both are arcane strikers. Do we really need two of those? As for the bard, well, who really cares about bards?
While I'm loathe to drop any more cash on an edition that I'm not entirely sold on (yet) when we have a very fun edition to fall back upon, I'll probably break down and buy Arcane Power when I get the chance. I just hope that it finally gives the spellcasters a reason to be.
Labels:
Arcane Power,
bard,
familiars,
Martial Powers book,
sorcerer,
warlock,
wizard
Friday, June 5, 2009
Recently resurrected
I feel really bad for not having posted anything for over a month. Insert blah-blah-life-gets-in-the-way-blah-blah excuse here.
As Griff mentioned previously, we've finally be able to start up the second module, Thunderspire Labyrinth. We've only had two sessions so far, which speaks to the available time for the whole group. We're playing again tonight, and I hope this starts a trend of semi-regular play again, hopefully going hand-in-hand with some semi-regular article reading and blog posting.
My backlog of unread articles is huge. Some are months old. Do I start with the oldest, and see if I catch up? Or do I start with the newest, read backwards, and see if I ever finish the backlog? I think for the sake of this blog, I'll start with the newest articles, because it's the content that people might still care about.
I'm off to update wizardslinks with over 30 articles. Then I'll be reading some of them, and hoping that there's something to come back and talk about!
As Griff mentioned previously, we've finally be able to start up the second module, Thunderspire Labyrinth. We've only had two sessions so far, which speaks to the available time for the whole group. We're playing again tonight, and I hope this starts a trend of semi-regular play again, hopefully going hand-in-hand with some semi-regular article reading and blog posting.
My backlog of unread articles is huge. Some are months old. Do I start with the oldest, and see if I catch up? Or do I start with the newest, read backwards, and see if I ever finish the backlog? I think for the sake of this blog, I'll start with the newest articles, because it's the content that people might still care about.
I'm off to update wizardslinks with over 30 articles. Then I'll be reading some of them, and hoping that there's something to come back and talk about!
Monday, May 25, 2009
The Hybrid Experience, part 2
Finally got our group together for some D&D on the weekend so my hybrid Fighter/Wizard got to see some action. One fight with some hobgoblins but... so far so good.
Can't really comment on any balance issues yet. Nothing that seemed overpowered or felt wrong popped up during that one combat. He certainly didn't feel like an unstoppable killing machine but he did finish off one hobbie, finishing tied for second place in kills. (The ranger notched two, but only because he cowers in the back and picks off the ones everyone else has already softened up. That's right Hune. You're a kill thief. We all know it.)
Anyways, as far as playability goes, he was certainly more fun than my vanilla wizard ever was. It could be just the novelty but the fighter powers are quite fun. In fact it was thanks to the Reaping Strike that gives STR damage even on a miss that finished off the last hobgoblin. Pretty cool doing damage even when I roll a 2.
At the same time, the wizard powers still came in handy. I used a pair of Thunderwaves, one of which successfully moved a pair of enemies out of the way. I also used Shield to negate a hit.
So I can safely say that the Hybrid rules are definitely a step in the right direction. They've given me some of the versatility and freedom that I love but sorely miss in 4E.
This might be a little premature, but I've yet to notice anything in terms of a trade off for being a Hybrid. In 3.5 multiclassing was all about weighing the gains against the losses. One had to plan far ahead and decide whether losing access to those upper level spell slots was worth a few levels of fighter and all those "free" feats. It was a dangerous balancing act of compromise but oh so satisfying when it worked. Of course the whole min/max issue is highly subjective. While I loved it, I'm sure others are glad to see it gone from 4E.
I will say that the sheer simplicity of the Hybrid is nice. Not having to total up levels from each class, apply a possible ECL penalty, and whatnot is a welcome relief for the math challenged. Even with a multiclass feat my character is level 4. Couldn't be simpler.
Now for the downside.
I was really struck by how the "combat classes" are much more fun to play than the "caster classes".
My Wizard would just stand a safe distance and blast away ad nauseum. The closest I came to having to think was counting "squares" to make sure he was within range. Otherwise it was a simple matter of "one target = Shock Sphere", "two or more up close = Thunderwave", "two or more far away = Scorching blast". Fairly blase and a far cry from the 3.5 spellcasting experience.
While the Fighter powers made combat a lot more satisfying I think that's more of a testament to just how badly WotC brutalized the spellcasting system.
Granted, I only played a pure Wizard through 3 levels. If I had stayed with it, it might have turned out to have a very interesting mix of powers at it's disposal. It's not like 3.5 edition Wizards and Sorcerers were a ton of fun before 4th level.
Still, it's somewhat damning that adding two fighter powers is enough to make the game (or, more accurately, the combat aspect) fun again.
As long as I don't end up using "Reaping Strike" round after round.
Can't really comment on any balance issues yet. Nothing that seemed overpowered or felt wrong popped up during that one combat. He certainly didn't feel like an unstoppable killing machine but he did finish off one hobbie, finishing tied for second place in kills. (The ranger notched two, but only because he cowers in the back and picks off the ones everyone else has already softened up. That's right Hune. You're a kill thief. We all know it.)
Anyways, as far as playability goes, he was certainly more fun than my vanilla wizard ever was. It could be just the novelty but the fighter powers are quite fun. In fact it was thanks to the Reaping Strike that gives STR damage even on a miss that finished off the last hobgoblin. Pretty cool doing damage even when I roll a 2.
At the same time, the wizard powers still came in handy. I used a pair of Thunderwaves, one of which successfully moved a pair of enemies out of the way. I also used Shield to negate a hit.
So I can safely say that the Hybrid rules are definitely a step in the right direction. They've given me some of the versatility and freedom that I love but sorely miss in 4E.
This might be a little premature, but I've yet to notice anything in terms of a trade off for being a Hybrid. In 3.5 multiclassing was all about weighing the gains against the losses. One had to plan far ahead and decide whether losing access to those upper level spell slots was worth a few levels of fighter and all those "free" feats. It was a dangerous balancing act of compromise but oh so satisfying when it worked. Of course the whole min/max issue is highly subjective. While I loved it, I'm sure others are glad to see it gone from 4E.
I will say that the sheer simplicity of the Hybrid is nice. Not having to total up levels from each class, apply a possible ECL penalty, and whatnot is a welcome relief for the math challenged. Even with a multiclass feat my character is level 4. Couldn't be simpler.
Now for the downside.
I was really struck by how the "combat classes" are much more fun to play than the "caster classes".
My Wizard would just stand a safe distance and blast away ad nauseum. The closest I came to having to think was counting "squares" to make sure he was within range. Otherwise it was a simple matter of "one target = Shock Sphere", "two or more up close = Thunderwave", "two or more far away = Scorching blast". Fairly blase and a far cry from the 3.5 spellcasting experience.
While the Fighter powers made combat a lot more satisfying I think that's more of a testament to just how badly WotC brutalized the spellcasting system.
Granted, I only played a pure Wizard through 3 levels. If I had stayed with it, it might have turned out to have a very interesting mix of powers at it's disposal. It's not like 3.5 edition Wizards and Sorcerers were a ton of fun before 4th level.
Still, it's somewhat damning that adding two fighter powers is enough to make the game (or, more accurately, the combat aspect) fun again.
As long as I don't end up using "Reaping Strike" round after round.
Thursday, May 21, 2009
The Monk who finally found true love
For a variety of reasons we haven't played our beloved game for several weeks now, so I've yet to try out my hybrid character.
However, I did get a look at the playtest for the Monk class (thanks to Crwth, as usual). Here are my usual half-assed opinions.
First off, the Monk is now Psionic. My initial reaction to that was... well, I was disgusted. I've always hated psionics going all the way back to AD&D. No good reason for that. I think that my problem with psionics started with it not feeling "in place" with the whole swords and magic theme. Anyways, I was young and it's a bias that has irrationally stayed with me ever since.
However, I quickly reminded myself of that and of the fact that it's just a word. With that in mind I was able to get past my hang up and approached it with an open mind (as open as my mind ever gets anyways).
Then, a funny thing happened. I realized that the Psionic power source is a perfect fit for the Monk. In fact, it totally changed a class that never seemed to find the right niche.
With Psionics however, the monk is suddenly associated with it's famous mental fortitude and discipline in a concrete way. What was once just a bit of flavor for RP purposes is now a central theme of the class. It simply works.
Emboldened by that shattered paradigm I continued reading. Much like every class in 4E the monk has some interesting powers, some that are only so-so and formulaic. The new twist of a "Full Discipline" is interesting. Sorta reminiscent of the old "full round action". I like it in that it really makes it easy to visualize the fluidity of the Monk in battle.
My only real complaint is in the weapon proficiencies. I'd like to see more for the monk, just because the real world inspiration (or the one that I visualize when I think "monk") could pick up anything nearby and turn it into a weapon. While I don't think farm implements need to be listed in a PHB, I'm hopeful that the traditional kama, sai, and whatnot find their way into the game as Monk implements. Frankly I'd be surprised if they didn't but for now it is an issue.
All in all, they've done a great job with the 4E monk. Should my current character die, or choose to "retire", I'm thinking my next character will be a monk. Perhaps if the playtesting is done and the PHB3 is out, I might get to try the hybrid monk/sorcerer I've been dreaming of since FR loosened the monk multi-classing restrictions. Now that's something to look forward to.
However, I did get a look at the playtest for the Monk class (thanks to Crwth, as usual). Here are my usual half-assed opinions.
First off, the Monk is now Psionic. My initial reaction to that was... well, I was disgusted. I've always hated psionics going all the way back to AD&D. No good reason for that. I think that my problem with psionics started with it not feeling "in place" with the whole swords and magic theme. Anyways, I was young and it's a bias that has irrationally stayed with me ever since.
However, I quickly reminded myself of that and of the fact that it's just a word. With that in mind I was able to get past my hang up and approached it with an open mind (as open as my mind ever gets anyways).
Then, a funny thing happened. I realized that the Psionic power source is a perfect fit for the Monk. In fact, it totally changed a class that never seemed to find the right niche.
With Psionics however, the monk is suddenly associated with it's famous mental fortitude and discipline in a concrete way. What was once just a bit of flavor for RP purposes is now a central theme of the class. It simply works.
Emboldened by that shattered paradigm I continued reading. Much like every class in 4E the monk has some interesting powers, some that are only so-so and formulaic. The new twist of a "Full Discipline" is interesting. Sorta reminiscent of the old "full round action". I like it in that it really makes it easy to visualize the fluidity of the Monk in battle.
My only real complaint is in the weapon proficiencies. I'd like to see more for the monk, just because the real world inspiration (or the one that I visualize when I think "monk") could pick up anything nearby and turn it into a weapon. While I don't think farm implements need to be listed in a PHB, I'm hopeful that the traditional kama, sai, and whatnot find their way into the game as Monk implements. Frankly I'd be surprised if they didn't but for now it is an issue.
All in all, they've done a great job with the 4E monk. Should my current character die, or choose to "retire", I'm thinking my next character will be a monk. Perhaps if the playtesting is done and the PHB3 is out, I might get to try the hybrid monk/sorcerer I've been dreaming of since FR loosened the monk multi-classing restrictions. Now that's something to look forward to.
Friday, May 1, 2009
The Hybrid Experience, pt 1
This week I finally got around to re-creating my Dragonborn wizard as a Hybrid wizard/fighter.
Cliche, I know. I was tempted to go wizard/swordmage or even sorcerer/swordmage but I went the way I did for a couple of reasons.
First off, the wizard is still the only class that has powers that fit my storm theme. The sorcerer will have to wait for another day.
Secondly, as interesting as the swordmage is, I want to see if the Hybrid rules are capable of handling a less than optimal combination. I could have gone wizard/swordmage which is one of the combos suggested in the article, but power-gaming it won't prove anything.
Finally, the fighter and wizard are as vanilla as DnD classes get. They've been around since the beginning (more or less) and are icons for a reason. If they don't mix well, then there's something seriously wrong with the Hybrid rules.
Anyways, the character generation was pretty straight forward. The rules for creation are well written and clear. There was one spot where I was a little confused (sorry, can't recall the exact details) but after some flipping back and forth I eventually figured it out. Minor quibble there so overall the structure of the article/ruleset is good.
One thing that bugs me is in the proficiencies. The Hybrid character gets all the weapon proficiencies of each class. Fair enough. Simple, straight forward, makes sense. But, armor proficiency is the opposite. The Hybrid gets only those armor proficiencies that are common to both classes.
I've tried to think of the rationale for that, but so far I've drawn a blank. The best guess I have is that they wanted to give one or the other (armor or weapons) but not both, to avoid the Hybrid from being "overpowered". Considering characters are almost totally defined by their powers, the limit on armor proficiency is puzzling.
I ended up spending feats to get my character into his chainmail, so it wasn't a big deal. Like I said, it was just a little puzzling.
The selection of powers was a little more interesting with the Hybrid than my pure Wizard was. Having those few extra options was a noticable improvement. That said, there was only one instance where I waffled back and forth between a pair of fighter powers. Still, I'm all about options options options, so this facet of the Hybrid was nice.
In summary, I'm actually excited to see how he plays.
Cliche, I know. I was tempted to go wizard/swordmage or even sorcerer/swordmage but I went the way I did for a couple of reasons.
First off, the wizard is still the only class that has powers that fit my storm theme. The sorcerer will have to wait for another day.
Secondly, as interesting as the swordmage is, I want to see if the Hybrid rules are capable of handling a less than optimal combination. I could have gone wizard/swordmage which is one of the combos suggested in the article, but power-gaming it won't prove anything.
Finally, the fighter and wizard are as vanilla as DnD classes get. They've been around since the beginning (more or less) and are icons for a reason. If they don't mix well, then there's something seriously wrong with the Hybrid rules.
Anyways, the character generation was pretty straight forward. The rules for creation are well written and clear. There was one spot where I was a little confused (sorry, can't recall the exact details) but after some flipping back and forth I eventually figured it out. Minor quibble there so overall the structure of the article/ruleset is good.
One thing that bugs me is in the proficiencies. The Hybrid character gets all the weapon proficiencies of each class. Fair enough. Simple, straight forward, makes sense. But, armor proficiency is the opposite. The Hybrid gets only those armor proficiencies that are common to both classes.
I've tried to think of the rationale for that, but so far I've drawn a blank. The best guess I have is that they wanted to give one or the other (armor or weapons) but not both, to avoid the Hybrid from being "overpowered". Considering characters are almost totally defined by their powers, the limit on armor proficiency is puzzling.
I ended up spending feats to get my character into his chainmail, so it wasn't a big deal. Like I said, it was just a little puzzling.
The selection of powers was a little more interesting with the Hybrid than my pure Wizard was. Having those few extra options was a noticable improvement. That said, there was only one instance where I waffled back and forth between a pair of fighter powers. Still, I'm all about options options options, so this facet of the Hybrid was nice.
In summary, I'm actually excited to see how he plays.
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