So there's been numberous subsystems, and ideas for sub-systems running around.
So the question is, who get's which one.
Wizards - vancian Clerics - vancian Psions - Negitive Pool (Start with X Points, spend them to buff). Barbarian - Positive Pool (start with 0 Points, gain them on/when hit). Warlords - AEDU Fighters - No limits. At-Will. Theif - No limits. At-will. Assassin - AEDU
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
Is this confirmed? If not, is it so classified due to tradition? Because I'm not really seeing why the gods would answer prayers from their clerics a certain number of times per day but not others.
Is this confirmed? If not, is it so classified due to tradition? Because I'm not really seeing why the gods would answer prayers from their clerics a certain number of times per day but not others.
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
Is this confirmed? If not, is it so classified due to tradition? Because I'm not really seeing why the gods would answer prayers from their clerics a certain number of times per day but not others.
I think they said it, but it could always change.
What would you suggest for the cleric?
I think AEDU works pretty well in terms of game rules for 4E clerics, and has the added benefit of giving a different feel to the cleric's more "reliable" powers from the more "miraculous."
I'd like to see fighters get something more like the Monk had in 4e. At-wills that can be upgraded by spending a resource. I do not want this resource to be something non-mundane though (psionic, ki, and magic fighters are fine, buth they shouldn't replace the basic fighter). Call 'em whatever you will (I'm partial to calling it "fight" that way when a fighter is just swinging away with at-wills because he spent all his resources, you can say that it looks he hasn't got anymore fight left in him), but this system makes the most sense for fighters in my mind.
so why even play a fighter if you can play the paladin the exact same way behaviorally and get added power to boot. "Paladin" is about accepting better game-enhancing mechanics at the price of more rigid in game behavior.
Really? So it goes something like this?
Fighter: "I want to be a paladin." NPC: "Really?" Fighter: "Yes." NPC: "Very well." Starts reading from a holy book while still in-character "Do you accept having to choose and stick to the lawful good alignment, eventhough neither of us actually knows that it exists or what it is?" Fighter: "I do." NPC: "Do you reject good game balance because you accidentally rolled a high Charisma?" Fighter: "What?" NPC: "I don't know what it means either." Fighter: "Oh. Umm, ok I do." NPC: "In the name of all that is metagamey and broken, accept these better game enhancing mechanics." Fighter: "These what?" NPC: "Just get out there and try to fulfill a million different people's notion of good while not violating and part of any of them."
So the system is designed such that every single hit needs to be described to avoid confusion? Here's a scenario. The players are nudists, everybody in the world are nudists, it's not weird, it's totally normal in this land. They are naked and they fight drakes taking damage throughout, but healing up with surges. Later they meet the guy who raised the drakes.
Part 1: I didn't describe any of the hits. What does he see?
Part 2: Lets say I described the drakes as biting the players, yet they healed up. What does he see?
I'd like to see fighters get something more like the Monk had in 4e. At-wills that can be upgraded by spending a resource. I do not want this resource to be something non-mundane though (psionic, ki, and magic fighters are fine, buth they shouldn't replace the basic fighter). Call 'em whatever you will (I'm partial to calling it "fight" that way when a fighter is just swinging away with at-wills because he spent all his resources, you can say that it looks he hasn't got anymore fight left in him), but this system makes the most sense for fighters in my mind.
this is just my opionon, but ofter later releases in a product line give hints to the next edition. essentials was a late change in 4th edition, so it might give hints to the next edition.
For example in the article about themse i noticed slayer and knight being in the list of themes they named. it woulden't suprise me at all if the basic fighter had something simular to power strike.
the slayer theme would add: HEROIC SLAYER You gain a bonus to the damage rolls of weapon attacks. The bonus equals your Dexterity modifier. and 2 of the slayer at will stances.
the night theme would add: Defender aura battle gardian and 1 of the knight at will stances.
First, let me declare that no AEDU structure should exist outside of a module. Seriously, sticking it on to a class for the sake of it is about as tacky as bell-bottomed pants.
Anyway, I'd prefer that classes had a "preference" to features of certain usage types rather than have that mandated on them. For instance, I wouldn't mind if a number of features for Fighters were mostly of passive, at-will, or encounter based; I certainly would mind if they had NO odd number feats of daily usage for those that want a better balanced game like them. The reverse holds true for Wizards (and seems to be happening anyway).
For the following list, pretend that I'm pasting [mostly] in front of the subsystem for all classes:
This is a very simple problem and I will outline it below. Their are two types of people
Type 1: a lot of people (not all, but a lot) who play see alignment as "I am lawful good thus I must play lawful good"
Type 2: a lot of people (not all, but a lot) who play see alignment as "My previous actions have made people and the gods view me as lawful good.
The difference is subtle but it is the source of the misunderstanding. Alignment does not dictate how you play your character. All it does is tell you, the player, how the rest of the world views you, and your previous actions. Any future actions will be judged by their own merits.
Say you're a baby eating pyromaniac. You are most likely chaotic evil. But one day you decide, "Hey all I really need is love." So you get a wife, have a kid, and get a kitten named Mr. Snook'ems. You become a member of the PTA and help build houses for the homeless. You are no longer chaotic evil. And just because you were once chaotic evil it does not mean that you have to stay chaotic evil.
Alignment never dictates what you can do, it only says what you have done.
Now that is cleared up here is a simple test.
What is the alignment of...
A Police officer:
The average Citizen:
A Vigilante:
The answer is simple. The Police officer is lawful good. He uses the laws of the country and city to arrest people and make them pay their debt to society.
The Citizen is Neutral good. He wants to live is a place that is Good and follows moral and ethical principle, but he sometimes finds the laws impedes him, and he wonders why we spend so much on poor people.
The Vigilante is Chaotic Good. He wants to uphold the morals and ethics of society but finds that the bad guys often slip through the cracks in the law. He takes it upon himself to protect the people from these criminals.
That is the basic breakdown of the good alignment axis. What needs to be remembered is that any one of these people can change alignments, easily. The Police officer could be bought off by a local gang, and suddenly he drops to lawful neutral. The average citizen might find that his neighbors dog is annoying, barking at night and keeping him up. So he poisons its food, now he is no longer good, he is stepping towards true neutral. Maybe the citizen really goes crazy also kills the neighbor, hello neutral evil. It is possible that the Vigilante realizes that the cops are actually doing a pretty good job and decides to become an officer himself, leaving his masked crime fighting days behind him. Now he is Lawful good.
Your alignment is not carved in stone, it is malleable and will change to reflect your actions.
Fighter and barbarian should get maneuvers. Like Tomb of Battle Book of Nine swords.
Actually every martial class should get maneuvers.
I've never read either of those books. Can you explain how a maneuver is different from an at-will or encounter power. I'm assuming some skill roll is involved, but I'd like some clarification.
so why even play a fighter if you can play the paladin the exact same way behaviorally and get added power to boot. "Paladin" is about accepting better game-enhancing mechanics at the price of more rigid in game behavior.
Really? So it goes something like this?
Fighter: "I want to be a paladin." NPC: "Really?" Fighter: "Yes." NPC: "Very well." Starts reading from a holy book while still in-character "Do you accept having to choose and stick to the lawful good alignment, eventhough neither of us actually knows that it exists or what it is?" Fighter: "I do." NPC: "Do you reject good game balance because you accidentally rolled a high Charisma?" Fighter: "What?" NPC: "I don't know what it means either." Fighter: "Oh. Umm, ok I do." NPC: "In the name of all that is metagamey and broken, accept these better game enhancing mechanics." Fighter: "These what?" NPC: "Just get out there and try to fulfill a million different people's notion of good while not violating and part of any of them."
So the system is designed such that every single hit needs to be described to avoid confusion? Here's a scenario. The players are nudists, everybody in the world are nudists, it's not weird, it's totally normal in this land. They are naked and they fight drakes taking damage throughout, but healing up with surges. Later they meet the guy who raised the drakes.
Part 1: I didn't describe any of the hits. What does he see?
Part 2: Lets say I described the drakes as biting the players, yet they healed up. What does he see?