Tuesday, June 16, 2009

Don't Say Lazy

Currently addicted to "Don't Say Lazy" from the anime K-On. Here's a bit loose translation of the lyrics which caught my eyes.



Please don't say "You are lazy"
Coz the truth is, I'm crazy
Even the tranquil swans
Kicks its feet (underwater) where you can't see

I'm just following my instinct,
and I'm aware of criticism
And the future looks bright anyway...
So sometimes, I can just take a break

With my own eyes, plotting the course
And marking my destination on the map
If there's a shortcut, then it's alright
If I've got wings that can let me skip things, it would be better

Oh no, I broke a nail; so I repaired it with glue
With just that, I feel kind of accomplished
What's important is loving yourself
If you don't love yourself, then no one else can love you



Alternate interpretation perhaps, but yeah, it's fine to take a break sometimes. Don't let the pressure from the surrounding get to you. You are who you are, Your way is your own. It's fine to love yourself for who you are.

Monday, June 08, 2009

4e Hybrid Classes

Well, astute readers might know that I am an active DnD player. I've played DnD ever since college, since 3.5, and now to 4th. 4th edition brings a more 'balanced' version of DnD where everyone will likely feel they contribute to the party better. There are failsafes built to the system that will make even it hard for someone to be useless.

With this 'balance', though the game loses one of its defining features to me. That is the ability to customize your character, to whatever you want. I remember playing a Fighter/Ranger/Bard/Barbarian once, with each part of the convoluted classes painting a different slice of his life. The fighter is his early days spent learning how to fight, Bard for his streetwise and innate magic talent, Ranger is learned from surviving in the wilds, after escaping from his hometown, and Barbarian.. It's jsut there for Rage when his loved one got hurt.

4e balance limits the ability to paint such a picture and character concept. Well, at least that's my thoughts.

Enter the Hybrid Classes.

The Hybrid Classes is the ability to mold two of the 4e classes into a 'hybridized' version. It's introduced in Dragon 374, and is expanded in Dragon 375 as a playtest article. The real thing will be in PHB3, but I don't expect it to be much different from the playtest one.

A Hybrid Class will have features from the two, but not as powerful as a 'full class' with it. For example, the Hybrid Fighter/Cleric has the 'Healer's Lore' class feature, but his 'Healing Word' power is only available 1/encounter instead of the 2/encounter of the full cleric. What he misses from that, though, he makes up with the addition of the Fighter's Combat Challenge. He does miss the fighter weapon talent and cleric channel divinity.

These hybrid versions adds new dimensions to the character building in 4e. I personally liked the hybrid system a lot. I've found myself tinkering with the system to create concept builds in my spare time. I'll share some of them here later on.

Sure, this is not the full multiclass that is available in 3.5, but it's a step away from 'generic' characters. And boy, it's a good step to be had.

Now, for my promise. Here's an overview of the hybrid combinations that I found interesting. The rest will have to wait for when I got the time.

1. Barbarian / Sorcerer.
In the veins of 'witch-king' archetype of MTG Barbarians, this is actually quite a potent combination. The Barbarian is an amazing striker, with loads of nova damage and powerful rages. It does have a weakness, which is low AC if you didn't spare some Dex/Int point.

With the Sorcerer Hybrid giving the option for using STR as AC modifier, this build can shore up the barbarian's low AC, while giving it more versatility for Ranged attacks and AoE Damage. Use Hybrid Talent to pick up Barbarian Agility to raise your AC, and receive Hide armor proficiency to boot. Some barbarian powers also use CHA for rider effects, but unfortunately, most of them are tied to the Thaneborn Feral Might, so you might have to choose between it and Barbarian Agility.

The Arcane Implement Proficiency feat from Arcane power allows you to use Heavy Blade as sorcerer implements, so that is quite essential for this build. And a Fullblade-swinging Barbarian that can spit fire from the blade reminds me of Kamahl from MtG :P

2. Barbarian / Warden

Yes, Kamahl, Fist of Krosa. I'll elaborate later when I have time.

3. Invoker/Wizard.

Amazing selection of controller power. The Invoker encounters shores up the Wizard's Amazing Dailies.

4. Fighter/Warden

For those who found warden's Nature's Wrath mark lacking. Warden's Free action mark can trigger fighter's Combat Challenge, so it's basically a fighter with more defender-y encounter powers. Fighter encounters rather pales in status effect department when compared with warden's. Being able to stack Guardian Form Powers on top of Fighter Stances is a big bonus.

5. Fighter/Cleric

For those who wants to play a front-line leader that still can dish out damage. Might need to spend a feat to gain back the lost armor proficiency, but 1/encounter healing and STR-cleric's choice of powers really made it worth it. It helps that the awesome powers came in where the fighter lacks. Enc 1, Healing Strike / Wrathful Thunder and Daily 9, Divine Power, for example.

6. Swordmage / Wizard

For those who wants a mage-knight type that can dish it out in melee and ranged, and is not pleased with a swordmage. Good selection of powers. Swordmage Dailies are rather lacking, IMO. And Wizards have arguably the best dailies in 4e. Feat-intensive since it will need hybrid talent for swordamge warding and leather proficiency to operate as a defender. The amazing power selection makes it worth it, though. Oh, and need I remind you taht you have the very useful Cantrips?

7. Paladin / Sorcerer

For those who miss the spellblade. You want a plate-armor wearing knight that slings spells of destruction to your opponent? This is your man. With hybrid talent, you can retain paladin's armor proficiency, which enables you to field a full-plate-armored, sword-wielding, shielded spellslinger.

8. Paladin / Ranger

For good old dual-wielding in full plates.