Draven
Pioneer
It's my opinion, after looking over a number of the changes that .9 has (including changes from earlier versions), that the system has utterly lost its focus.
Rules shouldn't change for the sake of changing. They should change for four reasons:
1) Clarify intent.
2) Social needs. <removal of Gypsies>
3) Simplify/balance existing portions or delete problematic ones.
4) Add new content.
The rule changes that have been previously introduced seemed to have the goal of limiting the impact of long-term power accumulation, while also encouraging a greater reliance on multiple class abilities. Examples of this would be the removal of Expanded Enchantment (encouraging a greater reliance on actual people, and not pocket healers), and the increased cost to unlimited-use static damage (Weapon Prof and Backstab).
Other power-removal changes are also listed; the removal of per-day power adding rituals, the Flurry rule, the removal of Burst Pool's Wand bonus, etc.
The system currently presented in .8 was not perfect, but it did appear to have a goal.
And now, .9.
The following observation is mine, and mine alone. I represent nobody but myself.
The Paragon Paths are a mess. It's not the wording I take issue with, but the concept. It's too deep, introduces too many mechanics, and, frankly, has no idea what the heck it's trying to accomplish.
Taking the overarching view, it feels like Paragon Paths are intended to shuffle a large amount of Build out of a character while giving them some nifty abilities to make it seem worth the cost, while the devs secretly believe that it absolutely isn't worth the cost, so the overall effect is a net drop in power, while the player feels like they got some cool shiny powers.
Even if that's true, even if that Build would have netted me more power using other methods, it's adding content when our book is already incredibly complex.
I also feel like it's tacticly admitting what nobody developing the rules wants to admit: There's too much Build in our game.
We try to sell people on hybrid classing because the inefficiency nets a deduction in Build effect. We have an increased cost on Profs/Backstabs because it creates a deduction in Build effect. We removed a lot of power-adding rituals for the same reason: it's adding Build effect to characters that we don't want.
We need a Build cap. I can't pick what Build cap is best, but I've been a fan of 25th or 30th.
But we need a cap.
Rules shouldn't change for the sake of changing. They should change for four reasons:
1) Clarify intent.
2) Social needs. <removal of Gypsies>
3) Simplify/balance existing portions or delete problematic ones.
4) Add new content.
The rule changes that have been previously introduced seemed to have the goal of limiting the impact of long-term power accumulation, while also encouraging a greater reliance on multiple class abilities. Examples of this would be the removal of Expanded Enchantment (encouraging a greater reliance on actual people, and not pocket healers), and the increased cost to unlimited-use static damage (Weapon Prof and Backstab).
Other power-removal changes are also listed; the removal of per-day power adding rituals, the Flurry rule, the removal of Burst Pool's Wand bonus, etc.
The system currently presented in .8 was not perfect, but it did appear to have a goal.
And now, .9.
The following observation is mine, and mine alone. I represent nobody but myself.
The Paragon Paths are a mess. It's not the wording I take issue with, but the concept. It's too deep, introduces too many mechanics, and, frankly, has no idea what the heck it's trying to accomplish.
Taking the overarching view, it feels like Paragon Paths are intended to shuffle a large amount of Build out of a character while giving them some nifty abilities to make it seem worth the cost, while the devs secretly believe that it absolutely isn't worth the cost, so the overall effect is a net drop in power, while the player feels like they got some cool shiny powers.
Even if that's true, even if that Build would have netted me more power using other methods, it's adding content when our book is already incredibly complex.
I also feel like it's tacticly admitting what nobody developing the rules wants to admit: There's too much Build in our game.
We try to sell people on hybrid classing because the inefficiency nets a deduction in Build effect. We have an increased cost on Profs/Backstabs because it creates a deduction in Build effect. We removed a lot of power-adding rituals for the same reason: it's adding Build effect to characters that we don't want.
We need a Build cap. I can't pick what Build cap is best, but I've been a fan of 25th or 30th.
But we need a cap.