Red Rob wrote:
Oh, and I don't consider "uses a sword" to be a gadgeteer, as then every class in D&D apart from the wizard is a gadgeteer. Gadgeteer means the class gets its powers mainly from the equipment it obtains. I had assumed we were looking toward giving Martial classes some decent high level abilities. Sure, these might require the use of a sword, but "The fighter throws a weapon with such power and precision he can make a full melee attack up to a range of 60'. The weapon returns to his hand at the end of the action" is not a gadgeteer power.
This is exactly the kind of stuff I'm talking about when I say that the DMF is not a high-level character.
That kind of shit, while cool, does
NOT MAKE A HIGH LEVEL CHARACTER. It's a subset of one specific ability, namely being good at close-range combat. While it's enough to solve low-level adventures, at higher one it won't do a fucking thing towards helping you advance the crazier plots.
Schwarkopf wrote:
If a fighter were given whatever increases in power (horizontally and vertically) that you consider appropriate but the flavor text was very emphatic that it was "non-magical" and that they were "just that good", would that be acceptable?
Depends on what you mean. If you're doing it like One Piece where obviously impossible abilities still aren't magic because they don't run off of any identifiable phlebtonium, that does work.
However, that other stuff you mentioned is simple low-grade action movie bullshit. Namely, the hero can do
improbable things (such as have a million bullets in a row miss him) but he can't do
impossible things (such as survive being shot directly in the heart with a harpoon). That's still a problem, because at higher levels you explicitly need to do something that's impossible to advance the plot under your own power.
John McClane might be able to kill a thousand terrorists, but none of his abilities do a damn thing towards helping him with the 'travel to another dimension and kill the hell king' plot unless you offscreenedly buff John McClane, nerf the unassailability of the adventure, or he gets the keys to the plot handed to him.
virgil wrote:If asking a disgruntled employee about the BBEG's fortress gives mechanically the same level of benefits as several divinations, then you're just being a jerk by forcing only what you think is cool.
You're still thinking low-level.
We're not fucking talking about boring castles in the mountains that any mook can find, we're talking about interdimensional acid castles impossibly hidden in the alleyway of the world's most evil metropolis and hasn't been found in decades by those it doesn't want to find it.
You can't just walk around and ask people how to get to the castle or the true name of the lich queen within like a small child would do, not without the DM nerfing the adventure. You need to research and cast a ritual to find it. Or concoct an epic disguise to make yourself look like her incubus husband. Or rip time and space a new one and march in. Or speak to her long-dead daughter in Nightmare Land. Whatever.
TheWorld wrote:
For how crappy it ended up being in practice, the 4E notion of Paragon Paths and Epic Destinies was a good one. Saying "You take a PP at Level 11" is tantamount to a giant neon sign proclaiming "YOUR FIGHTER IS NOT RELEVANT ANYMORE!".
4E never intended for characters to undergo a fundamental transformation in ability to affect the plot. They went out of their way to nerf anything that didn't fit in a low-budget swords and sandals ripoff.