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| #1tasosJun 22, 2008 18:23:54 | Hey gang, I'm new at this so bear with me... When a PC hits 10th level, you have a paragon path to pick. What if a PC doesn't WANT to specialize. I know in the books you continue to advance in your PC class, and pick up a few extra powers along the way, but to me this smacks of forcing you to choose a prestige class. I was not a fan of prestige classes back in 3.5, preferring to play straight class characters up to level 20, maybe multiclassing in another class along the way if it fit my PC image, but now, it seems like if you DON'T specialize you are being punished while everyone else gets nifty cheese. How about a path anyone can follow called Generalist. The way I visualize it is something like this: Since most paragon paths get two things at 11th level, the Generalist would get an extra at-will power and an extra encounter power chosen from their class. In the case that the PC has 2 classes (say a Fighter-Cleric for example), the player would be able to choose the at-will and encounter power from either of the two classes that he follows. Since most paragons get something at 16th level, the Generalist would get an extra Daily power chosen from their class (again with the caveat of multi-classers). I haven't considered epic yet, since I have yet to play an epic level character. At THAT point, I don't think I'd see anything wrong in choosing an epic path / destiny - except that there don't seem to be that mant to choose from. I can't really complain about it that much though, I'm sure more will show up as more sourcebooks come out. What do you think? Over-powered? Underpowered? Even? I appreciate any feedback / constructive criticism people can offer. |
| #2earanhartJun 22, 2008 19:48:11 | Paragon paths seem to all get three powers - one encounter, one daily, and one that is either encounter or daily, allowing for extras from the base class looks great, even for someone not playing a generalist, but I would stick to the encounter and dailies only. Also, all paragon paths gain 3 features, 2 at 11 and one at 16. one of the 11th level features affects action points, while the others seem to be fairly random (to me, someone else might see rhyme and reason to them. please speak up if you do). I would avoid giving powers in exchange for these features, as that gives one player more options at any one point than any other player. For a generalist I would consider 11: when you use an action point to gain an additional action, you also gain an addition 'lesser' action. 11: Anytime you use a healing surge, you heal 1d6 hit points, in addition to any hit points you would normally heal. 16:the first time you score a critical hit each encounter, you may regain the use of one encounter power. Granted, this is just being pulled out of my butt, but don't forget the features. And I would shy away from offering more at-wills to the player. Also, for epic: don't forget the Eternal Seeker. Homebrew anything you want, of course, but the Seeker seems to have the flavor your looking for, ignore the fluff of it and the other epics, and simply read the rules. Seeker of Many Paths does not forbid you from learning a power from your own class, nor does Seekers Lore, and Divine Recovery from Demigod or Tricksters Control from Deadly Trickster are good for a generalist. |