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No. 2704
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>>2703
That actually makes a lot of sense. There's no opportunity cost for them, other than picking new themes. If it had been implemented earlier in 4E's lifespan, it probably wouldn't be such a big deal, and monsters, along with encounters, would have grown to accommodate them, but putting them in now is awkward and upsets the power curve. It's like the Essentials classes deviating from the tried and true AEDU (at-will, encounter, daily, utility) formula that had been established from 4E's conception, and people liked the old system quite a bit (Options, versatility, and everybody gets to be useful instead of the spellcasters stealing the spotlight. Fighters are not just good now, they're amazing).
On the other hand, I like finally not having to make a decision that would make or break my character, as a lot of the new themes, as opposed to the Dark Sun themes, are a collection of encounter powers that are even weaker than those from Dark Sun for the most part (how many feature powers from either group of themes would you take if such powers required a power swap feat?), features and utilities, some of which are less than stellar (animal master could be replicated by saying you have a pet monkey with you), but you don't have to spend a feat to grab the theme, utilities, or the features. This appeals to me, much more than the Dark Sun themes with their (mostly) stronger collection of featured encounter powers, actually. Some of the benefits are pure fluff (free lodging with a noble is kinda meh, even if the rest of the path is golden) and some of them are definitely overpowered (+2 will and stealing from the wizard's amazing utility list at every level, without power swapping? Are you kidding me?). But some actually strike a nice balance between power, flavor, and utility. And, more importantly to me, they're flavorful. I'm trying to strike a balance between flat mechanical benefits from feats and powers while still picking something that develops Torinn beyond his combat ability, like learning some more of the common languages, or bumping charisma based skills. But a lot of the methods to do so (Who takes skill focus in a campaign with any amount of serious combat?) would be less than optimal. An option that still boosts those things without a significant opportunity cost is very appealing and takes a load off my mind.
Also, you can have a fighter that is also part wizard yet still effective at his role, a scholar who ran away to become a very knowledgeable barbarian who is affluent in every spoken language, or (once again) an artificer who, when given lemons, can use them to make stupidly accurate explosives, then shoot them through a crossbow. Not necessarily the best justifications, but I find this funny~
Now, Chevalier has some good, non-entirely-combat related benefits (especially the diplomacy and intimidate power bonuses, roughly the equivalent of a feat I couldn't fit in). And the utilities are pretty nice, too (Do you know how hard it is to find ways to negate forced movement with some consistency if you're not a dwarf? I've looked) However, I'm not taking this, even though I like every mechanical benefit in it. Why? Because according to the fluff describing themes, back in the first article, themes are supposed to tell who the character was before they became a hero. I've had a specific origin in mind for a long time, and while I've made several changes to the original plan and to account for his growth (basically, why is he how he is), I intend to stick with it. While the chevalier does say what he believes in, its origins (being from a well born family or having the backing of a noble, heck, just being renowned across the land in the first place) don't match up, and if they did, he'd have no reason to be traveling right now (wealth or influence would be at the discretion of his patron, pretty much turning him into their lapdog, which I don't like). So I don't want it. I don't know about everyone else, but for all the nice little perks the themes might have, I'm firmly dedicated to taking one only if it fits, well, thematically, hoping that said perks might actually tie in to how he came to be and how he grows. And since the next group of themes seems to be about more morally ambiguous groups like mercenaries and rogues, I can't see myself picking a theme from this month anyway.
But if you still don't think the existing themes should be implemented as they are, you could just modify them however you like.
If you want to implement themes, but don't like the ones presented so far or feel like changing them around ("NO MORE WILL BONUS? I MAD"), write something tailored to our characters and their origins, and where they will be by level 5. Everyone really likes your homebrew ideas and concepts (fellflame dragon was cool, and would have been incredibly challenging if not for the hoarding of our daily powers, you have a good idea of what would be balanced, and because you have an idea of where the campaign is headed and know what's happened so far, you could tailor them around that. And they look fun. Or let everyone try to come up with their own theme and try to work with that (you could let us do the features and powers, but that probably wouldn't end well). Or easy modo: modify existing themes depending on who wants them (even if two people take the same theme at some point, doesn't mean they have to be identical)
It's up to you, though. I'll be very upset if we don't get to use themes, but unless there's an Unordained Priest, Lance Defender or Truth Seeker theme coming out at some point, or we whips something up, I'm not really interested in actually taking any of the ones presented, and certainly wouldn't ragequit if they were disallowed or implemented through feat requirements (For all my gripes, I'm still having fun here, and I think everyone else is, too). To me, it's flavor, but it's flavor with some noticeable impact outside of combat, which I like, without a significant opportunity cost, which I love. It's fluff with justification.
Anon seems interested, though, and said he figured out a way to fill in his character's backstory thanks to it, and since it makes him happy (even though it looks like it wasn't even designed for rangers in the first place), that should be given some degree of consideration. You shouldn't hand us everything we want on a silver platter - in fact, I would like to encourage making us work for nice things like this - but if most of us want them, could you try to find a way to put themes in? Please?
tl;dr the best decision is usually the one that can bring about the most happiness
I should get on that bio really soon.
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