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Switch to Forum Live View Warlocks get only 2 favors?
10 months ago  ::  Aug 17, 2012 - 7:08AM #1
Fabio_Milito_Pagliara
Date Joined: Aug 20, 2007
Posts: 261
Did I miss something? At first read it seems that the Warlock don't increase the number of favors with levels, is this right?
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10 months ago  ::  Aug 17, 2012 - 7:18AM #2
AH_schulerta
Date Joined: Oct 24, 2004
Posts: 301
Doesn't make sense to me. But it appears that it is only two.
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10 months ago  ::  Aug 17, 2012 - 7:24AM #3
Mand12
Date Joined: Jun 17, 2010
Posts: 17,073
They do come back.
D&D Next = D&D:  Quantum Edition
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10 months ago  ::  Aug 17, 2012 - 7:25AM #4
VacantPsalm
Date Joined: May 4, 2011
Posts: 470
It refreshes during a short rest though, so all those lesser invocations are basically encounter powers.
What I think the Wilder Design Goals should be.
Psionic Homebrew Mk2! Changed core, Focus Points, Psionic Potentials, stuff! Very basic core stuff. :P

Homebrew Psionics blog posts archive:
Spoiler: Show

UPDATED Dec/18/2012: BAMN! Random update with a modest amount of hard rules for Animal Affinity, Telepathy, and Telekinesis. ADDED: Discipline Burn and more "soft" ideas.
Dec/13/2012: Small Psionics Homebrew Update, now that I'm done with Finals.

Really old.
Nov/02/2012:
I'm working on a homebrew Wilder, and so a homebrew Psionics system. Here's a 3 part post with info on where I am in the design process.
Part 1, Hard rules/example soulknife discipline: Link.
Part 2, Basic ideas/goals on basic numbers and classes: Link.
Part 3, Direction/ideas I want to take with specific disciplines: Link.


:3
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10 months ago  ::  Aug 17, 2012 - 7:34AM #5
AH_schulerta
Date Joined: Oct 24, 2004
Posts: 301
Short Rest after every encounter would be kind of annoying.
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10 months ago  ::  Aug 17, 2012 - 7:40AM #6
Fabio_Milito_Pagliara
Date Joined: Aug 20, 2007
Posts: 261
ok, short rest is the answer

I had read it but my mind didn't wrap around the implication of it

thanks
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10 months ago  ::  Aug 17, 2012 - 7:50AM #7
mellored
Date Joined: Jul 8, 2008
Posts: 19,521

Aug 17, 2012 -- 7:34AM, AH_schulerta wrote:

Short Rest after every encounter would be kind of annoying.


How so?

Unless you blew though the encounter without taking any damage, it's likely someone will want to spend a hit die.

It just means warlocks will be good in a series of small skirmishes, and bad in massive battles.  Which is fine.

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 - 7:54AM #8
Seerow
Date Joined: Nov 7, 2005
Posts: 2,553
I thought the Warlock was supposed to be AEDU, not purely encounter based. 
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10 months ago  ::  Aug 17, 2012 - 7:59AM #9
mellored
Date Joined: Jul 8, 2008
Posts: 19,521

Aug 17, 2012 -- 7:54AM, Seerow wrote:

I thought the Warlock was supposed to be AEDU, not purely encounter based. 


It has a good at-will.  And untility.  What it's missing is dailies.

So it's more like  AE_U.

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 - 8:23AM #10
GilbertMDH
Date Joined: Nov 21, 2009
Posts: 399

Aug 17, 2012 -- 7:59AM, mellored wrote:

Aug 17, 2012 -- 7:54AM, Seerow wrote:

I thought the Warlock was supposed to be AEDU, not purely encounter based. 


It has a good at-will.  And untility.  What it's missing is dailies.

So it's more like  AE_U.



Indeed.

As for short rests, there is nothing currently in the game that says you automtaticlly get a short rest after a combat. The DM can adjust the pacing by letting the players know when they are able to get a short rest.

My thoughts on Armor

My thoughts on Fighters

My thoughts on Healing
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