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Nearly nine months after the publication of Players Handbook 3, the Runepriest--one of the most flavourful and mechanically interesting classes published--finally gets an article. Alas, the article has proven to be a disappointment.Runepriests need feats, paragon paths that have synergy with the runes of destruction and protection, magic items, and some more power options. Instead what we are given is an article with four mediocre rare rewards tied into story elements that, while well-written and entertaining to read, may be wholly inappropriate to the current campaign.This isn't an article for the players of Runepriests, it's an article for their DMs, and as such does nothing to promote the class or build on the promising framework that was published back in March.
Agree with the above posters. This should not have been labeled a Class Act article.Here's some examples of what could have been included in a Class Act Article -[A bunch of good stuff]
I hope to see Steve any moment jumping in to say there is an error bout the Runepriest article and that it was sent the wrong draft after editing.....and such and that next month will be the REAL Runepriest article...Sorry bla bla bla.. Plague
Runepriests need a Class Basics article.
I loved the article. I try not to get hung up on article titles, but I realize its an important part for many others. I'll start pitching some ideas and see if anything sticks to the walls.
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Practical gameplay runs by neither RAW or RAI, but rather "A Compromise Between The Gist Of The Rule As I Recall Getting The Impression Of It That One Time I Read It And What Jerry Says He Remembers, Whatever, We'll Look It Up Later If Any Of Us Still Give A Damn." Erachima
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I'm not a fan of the article.Let's take a specific rune priest using a specific power. Since these are high level items, I chose Mark of Battle's End as the power to look at. I knew nothing about it, I chose it at random.When I use the power, I now have three choices of runes to enter.Destruction: Allies get +1 to hit from my class feature, and the power has a kicker to slide my allies 3 squares to the target.Protection: Allies get Resist all 2/4/6 from my class feature, and the power has a kicker to push my allies away from the targetthe Item: My allies do +10 damage.If I use the item's rune state, the kickers on the powers rune states are no longer relevant. My class feature rune states are no longer relevant. If any future feats are created to enhance existing rune states, they don't apply. If any future items enhance existing rune states, they don't apply.In other words, these items do not really work with the class Now, +10 damage for your allies at will for as long as you want it ... isn't exactly shabby. It's a really nice item. But it replaces the existing elements, and can't work with them. And because it's so nice, it's going to keep the player from using the power's runestate kickers as they are relevant to the situation; it will lead to more booring play.
If I use the item's rune state, the kickers on the powers rune states are no longer relevant. My class feature rune states are no longer relevant. If any future feats are created to enhance existing rune states, they don't apply. If any future items enhance existing rune states, they don't apply.
I agree with Matt. I try not to get hung up on the titles, but I understand that many people prefer things to be better defined. It helps set expectations.That said, I'm glad to see more fluff and different rewards. I realize the Rune Priest, unlike many other classes, needs more crunch. However, for someone like me, the ideas that this sort of article inspires is just awesome. Yes, the items are marked as rare, but to be honest, that just helps ensure that players don't walk all over their DMs. If I wanted something like this, I would bring it up with my DM and see if we could work it in for my character. In addition, this helps me better understand what rune priests could be. Not everyone needs that sort of nudge, but sometimes I do.