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Switch to Forum Live View New in the Playtest: Sorcerer/Warlock + Adventure: Reclaiming Blingdenstone
10 months ago  ::  Aug 17, 2012 - 6:19AM #1
crazykane
Date Joined: Oct 5, 2011
Posts: 17

The Playtest now contains news classes, warlock and sorcerer, and an adventure.
Check for your version, you want 082112+.

The maps in the module weird me out: one looks definitiveley 3.5/4e, one is 1990ish and you have a tunnel map from... Descent into the Depths of the Earth!! (1978).

Talk about a patchquilt!.. it's 45 pages though, so I should read it first before commenting any further.

Cheers!

/discuss new content
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10 months ago  ::  Aug 17, 2012 - 7:03AM #2
mellored
Date Joined: Jul 8, 2008
Posts: 19,451
I don't see why sorcerer's can't wear armor.  Yes i know draconic negate this, but it seems silly in general.  Otherwise i like the "run out of spells and get some melee buffs" idea.

I didn't expect to see enounter powers back.  
guides Show
my builds Show

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.
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10 months ago  ::  Aug 17, 2012 - 7:10AM #3
crazykane
Date Joined: Oct 5, 2011
Posts: 17

Yep sorcerer really went the "let's do something completely new and exciting" way.
Will it work in the long run ? We'll see...but I doubt it.

They should have their own spells, maybe that could be a good selling point.

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10 months ago  ::  Aug 17, 2012 - 7:14AM #4
603
Date Joined: Aug 10, 2009
Posts: 1,112
Dang it, right when I get the last packet printed, they go off and release a new one. Oh, well. Such is beta testing.
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10 months ago  ::  Aug 17, 2012 - 7:17AM #5
mellored
Date Joined: Jul 8, 2008
Posts: 19,451

Aug 17, 2012 -- 7:14AM, 603 wrote:

Dang it, right when I get the last packet printed, they go off and release a new one. Oh, well. Such is beta testing.


Nothing seemed to change, they only added new pages.

So you didn't waste ink.  Just print the new stuff.

guides Show
my builds Show

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.
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10 months ago  ::  Aug 17, 2012 - 7:22AM #6
603
Date Joined: Aug 10, 2009
Posts: 1,112
Good idea.

Y'know, I like the Sorcerer. This is the exact sort of semi-Vancian resource system that would've worked in 1e and 2e, but for whatever reason the Powers that Were decided against using.

Edit: Still no fixes in the Bestiary? 
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10 months ago  ::  Aug 17, 2012 - 7:23AM #7
mboss77
Date Joined: Aug 29, 2008
Posts: 1,108
So, do you think there's any chance that they're just showing us 3 different versions of spell systems that could be open to any of the arcane classes? #wishfulthinking 
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10 months ago  ::  Aug 17, 2012 - 7:24AM #8
mellored
Date Joined: Jul 8, 2008
Posts: 19,451

Aug 17, 2012 -- 7:10AM, crazykane wrote:


Yep sorcerer really went the "let's do something completely new and exciting" way.
Will it work in the long run ? We'll see...but I doubt it.


Why do you doupt it?  Seems good to me.  Probably needs a fair bit of tweaking, but the "gish" concept is plenty popular.  Plus, you get to be a dragon.  Also quite popular.


The warlock's encounter powers may not survive however.

guides Show
my builds Show

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.
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10 months ago  ::  Aug 17, 2012 - 7:27AM #9
crazykane
Date Joined: Oct 5, 2011
Posts: 17
Concerning Sorcerer, I see a "timing" issue. You want to cast a spell, but you're depleted, you want to fight, but you still have willpower. But this will obviously need playtesting to tell how it works out... or not.

Thoughts about the warlock???
I like it better than the Sorcerer. Of course it will need more invocations to be as versatile as the wizard. But I like the vibe so far.


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10 months ago  ::  Aug 17, 2012 - 7:35AM #10
603
Date Joined: Aug 10, 2009
Posts: 1,112

Aug 17, 2012 -- 7:27AM, crazykane wrote:

Thoughts about the warlock???
I like it better than the Sorcerer. Of course it will need more invocations to be as versatile as the wizard. But I like the vibe so far.


I'm on the fence about the warlock. The limited number of Favor points is going to be a choke point at higher level, but its possible they could be on the table and just not appearing. This is like red box oD&D where a lot of stuff is just eluded to, and gets hashed out in greater detail later.

Edit: So this is where Ritual Casting finally comes into play. I was wondering if there was going to actually be a use for it, since you get no benefits for doing it with a cleric or wizard.

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