lPeregrine wrote:Hotfoot wrote:Did you miss the part about "Choose"? Does that word mean nothing to you? In fact, if you KEEP reading, you'll see it reads as what you can choose to gain at each milestone. Translation, STFU already.
Yes, I see the word "choose". As in at level 11, you choose to either take a paragon path or multiclass. Not both.
Way to move the goalposts. Which is it? You lose it and never have the opportunity to get it? Or you can take or leave it as you please? It's all about scalability. How dedicated are you to multiclassing? How much of your original path do you want to give up for the sake of multiclassing? There's no forcing involved, and retraining is still a fucking option for you.
And yes, I see the milestones. Those tell you what you can do after you've made the choice, they don't give you a new choice at each level.
Even when you choose a paragon path, you don't HAVE to pick up the abilities they've listed for you, it's an option you can take or leave, all the while selecting powers from your primary class. Now, instead of spending feats to swap powers, you just choose a different set of powers to choose from. So basically, you get TEN sets of "Paragon Paths" to choose from, four from your normal class, four from your secondary class, and one that IS your secondary class, or just pick powers from your regular class as per normal.
Now, maybe english isn't your primary language, but that says pretty clearly that you get a one-time choice between a paragon path or a second class.
One time, save for the fact that you can take back the multiclassing feats and slowly replace them with other feats.
Projecting much? It says the initiate feats count for purposes of picking a paragon path. This has absolutely nothing to do with the choice of paragon path or second class you make at 11th level. Since you don't seem to understand this, you have three choices at level 11:
1) Enter a paragon path from your primary class.
2) If you have taken the required feat and meet the other prerequisites, enter a paragon path from another class.
3) Multiclass in a second class.
...it has nothing to do with selection of a paragon path...except it lets you select paragon paths you otherwise wouldn't be able to select. You're clearly insane.
Nowhere does it say that you have the option to do more than one of these. In fact, it very clearly says the exact opposite: you get to pick ONE option, and only one.
Out of....double the options you would normally have. Yeah, that's lame, having more choices and all that.
And in the context of a discussion of the rules, "what they can do" is the only thing that matters. I don't need permission from some rulebook to define my character's roleplaying side. Who my character is will be exactly the same no matter what rules system I'm using, so that's completely irrelevant in a discussion of the changes from 3E to 4E.
I'm sorry, I guess I get more enjoyment from the act of roleplaying than the the act of munchkinism. Steve Jackson Games has the perfect game for you, by the by.
You specifically cited the best games you played as being ones where you could get away with cheesy shit. In any event, multiclassing is actually easier and more organic in 4e than 3.x, allowing for more varied characters who are of equivalent power to other classes. Where in 3.x you had to perform the RPG character construction equivalent to jumping through flaming hoops, here you take a few feats, and blammo, instead of rolling +1 to hit with a weapon type, or getting a +2 to damage, you can disable traps, or throw a fireball, or rally your allies...
The list goes on.
Except for you know, invisibility, hiding, getting the first shot in the round... Once again:
Invisibility is virtually unknown at lower levels, and isn't even that common for rogues to be able to do at higher levels, and until improved invisibility, was a one-shot. Hiding in combat is a near-impossibility, and the first shot in a round is....a one shot. So, let's review, what's the most COMMON way to qualify for sneak attacks in 3.x and 4e? Flanking, that's right, so shut the fuck up. The vast majority of sneak attacks will result from flanking, and even the rest of those work on the same concept, slipping in through someone's defenses while their attention is not fully focused on you, just like flanking.
Flanking: you can't defend your back and front at the same time, since you don't have two sets of arms and eyes in the back of your head. You can be perfectly aware of your opponents and know exactly what they're doing, but that doesn't help you put your shield in two places at once.
Um, yeah, perfectly aware of what both your opponents are doing. Sure. Right. This, after you told me that you don't have eyes on the back of your head. Fucking hell you're dense. Flanking has nothing to do with shields and everything to do with the fact that you can't focus your defense on two people on opposite sides of you. This bit, by the way, is disingenuous because you are suppling your OWN definition for this, not one used by the game.
Sneak attack: the rogue catches you unprepared for the attack and hits you in a weak spot. Why is this so complicated? It even says so in the name: "SNEAK attack", not "flanking attack". Most people with a bit of common sense can understand that something called "sneak attack" probably involves some degree of stealth, and that this stealth is the reason why you are able to do more damage.
Again, this is not how a sneak attack is defined in 3.x or 4e, so why should you make this argument. It may be called sneak attack, but even back in 3.x, it is defined as follows:
"If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage."
So this is you trying to subvert the original wording of the rules, and their intent, with something YOU want to be true. Want to go back to sneak attacks being based on absolute surprise? Fine, go back to playing 2nd edition, when rogues could hit once per combat, barring exceptional circumstances.
Why the hell is this so complicated?
You and the 4E rules: "a bow isn't accurate enough to hit weak spots in armor".
Me: "look, it clearly says that a ranger can hit weak spots in armor with a bow".
Conclusion: in the D&D universe, it's possible to hit weak spots in armor with a bow, regardless of what your godlike weapons training says. The only reason one class can do it and the other can't is an arbitrary rule.
Well let's look at that, shall we? The two abilities you mentioned look for a weak point in the target's defenses, not armor specifically, and double weapon damage. The other two, the melee ones, don't even do any extra damage, you just hit them more easily. Clearly, these are not the same effects being described, but hey, some of the words are the same, so that must mean the same thing, right?
Now, if you want to argue that sneak attacks with a bow would be unbalanced, fine, but don't try to claim that it makes sense in-character.
Yeah, sure, whatever. Master of the bow who is defined by that mastery being better with a bow than a rogue who gets by on stealth, skills, and dirty fighting, whatever.
Let me see...
1) Not everyone is as obsessed with powergaming as you are. I don't see why it's so hard to understand that someone might want to break one minor rule without being compelled to spiral it out of control and break the game.
Oh, so because you might not use it for ill gains, it should be cool to make that allowed for everyone? By that logic, give everyone in the game a fucking nuke. I mean, you clearly won't abuse it, so it must be awesome and balanced, right? I'm not obsessed with powergaming, but I can see how a rule change here or there can lead to shit getting insane. That you can't or won't speaks volumes about you. If you want do to more damage with sneak attacks, pick up brutal rogue.
2) The whole point of having a DM is to deal with problems like that. Either step in and stop the spiral at a level where it's balanced, or increase the game difficulty to counter it.
So....the purpose of a DM is to take an inherently broken system and fix it? Bitch please. The purpose of the DM is to tell a story, set up conflicts, and if necessary, resolve conflicts with the rules as they arise. A good system should have as few problems as possible. Arguing to make a system more broken then dumping the responsibility on the DM to fix it is retarded.
Let me think past the rock in front of you, and find some solutions that you can't seem to think of:
1) Adjust the game to match this powerful ability. Maybe a game where the party runs around ruining entire nations is what the players want.
Translation: Don't fix it, make it impossible to live without. Yeah, that's awesome. Nukes for everyone. Everyone wants nukes, because you do, after all.
2) Have NPCs that actually think, instead of just mindlessly following the rules. Such as you know, realizing that they're fighting powerful opponents and using magic of their own to block the teleport? Or have the players find out that the boss they thought they were teleporting to is actually somewhere else, and they followed a decoy right into a trap? Or have the boss use teleport magic of his own, requiring the party to spend time/effort/risk hunting down information to find him again?
Or I could use teleport to utterly annihilate a party, because I had an ancient dragon teleport over the party while silenced, with improved invisibility, then ate the wizard, crushed everyone else, and tore them apart while they were sleeping and had no warning whatsoever. Awesome. Pro-tip: There wasn't a counter to teleportation worth shit in 3.x, but I'll let IO school you more there.
3) Increase the cost and/or difficulty of casting a teleport spell, so that it using it is almost as difficult/expensive as just getting there the normal way.
Um, dumbass, it's not expensive to get from place to place, it takes TIME. Teleport removes the time involved, the random encounters along the way, and so on. Unless teleporting can kill half the party nearly every time you use it, it's generally too powerful, and again, money is barely a concern at higher levels, especially if you rule your own kingdoms.
Of course the real hillarious part here is that I can't even remember the last actual dungeon crawl I played. Some of us just have the creativity to deal with "overpowered" abilities without breaking the story.
Um, okay, I'm not sure what you're bragging about here. Your DM made broken stuff less broken? Um, hooray? I mean, you're bragging that you haven't played in a while, so...this makes you an expert in playing? What's the deal, chief?
But of course I already said very clearly that teleport effects were too good. I honestly have no idea how you get "teleport effects were just fine" from "teleport effects didn't need to be nerfed that much".
Um....How do YOU get "too good" to coincide with "just fine"? Huge difference in statements here, buckaroo. It's either overpowered, underpowered, or about right. Choose one and make a stand.
And that's just laughably stupid. Maybe if you have a hopelessly incompetent DM, there's a point in doing broken stuff. But any halfway decent DM is just going to increase the difficulty to reflect your "overpowered" character, and you're no better off than if you just played something weaker. Well, maybe you're having more fun, but it's perfectly legitimate to have a personal preference for powerful characters and powerful enemies.
Translation: RPGs should allow for stupid shit because a good GM can just compensate. Ergo, we shouldn't bother talking about rules and stuff because none of it matters, GM house rules matter more.
I mean, what's the point to arguing about the stock rules if you say you're going to ignore them anyway?
Moreover, when one player does something retarded and broken, it ends up affecting the entire group if they don't follow suit, and then what? Then the other players that went their way get fucking boned by a retarded player and the GM who has to up the difficulty to keep him interested.
As for the idea that a direct swap is too easy and too powerful: let's think about some ways in which a fireball-casting fighter is already pays a price in effectiveness:
1) The fighter doesn't have the intelligence of a wizard (or if he does, his fighter abilities are suffering). Since spell damage is now based on intelligence, he's doing less damage than normal with the same spells.
The stat bonus to damage is often not that much compared to the damage or effect of the ability in question. The difference between +4 and +2 isn't that much when you're rolling 3d6 (range 3-18)
2) The fighter doesn't have the magical enhancement bonuses of a wizard, since he has a magic sword instead of a magic wand. Again, less damage.
Um...what? Orb = nastier saving throws, staff = defense, wand = accuracy, but you get those as implements anyway when you multiclass. Not sure what you're talking about here.
3) The fighter either lacks general abilities/items for doing magic, or has given up abilities/items that benefit his combat side. What are the odds that the fighter has taken Astral Fire instead of a feat devoted to hitting things with a sword?
Why, yes, Virginia, you have to choose which class to support and which class to not, or split them evenly. You will be outclassed by someone who single-classed in that area, but you've got more utility in general. What's your complaint?
4) The fighter can't cast it as often. Sure, the spell you pick up might be one/encounter for a wizard as well, but the wizard has several other spells that do essentially the same thing. The fighter gets one shot and that's it.
Um, what? Are you really going back to the absolutely retarded argument that multiclass characters should be more powerful than single class characters? If a fighter picks up fireball, he can use that JUST AS OFTEN as a wizard can. That he can't cast OTHER spells, well shit, if you want to cast that much, make a fucking wizard, it's a simple solution. He still can use his fighter abilities, something a pure class wizard can't do.
I fail to see how this is all somehow
bad, or worse than in 3.x where a fighter/wizard couldn't stay competitive because of absurdly low AC, low BAB, and shitty spell selection at any given level.