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5 years ago ::
Jul 19, 2008 - 2:47PM
#51
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First of all, stealth reads as so. First of all if you didn't know, powers that have an "effect" clause occur regardless if an attack hits or not. Page 59 of the phb. Thus if you wanted to make it pop out even if no one was next to you then you could.
I rather like the idea of a duplicate springing out after you strike, confusing your opponent. Granted I should probably note that area effects should hit the bard and his duplicate. Well, yeah, but the way I read it implies that you actually make an attack roll. But I can see your point as well. My real concern is that it is basically two things in one - an attack against a single target, and then an effect that "hits" everyone. Just seems jarring to me that way. But that's just my 2/100ths of a buck.
Good example: lower level cleric power. Knights of glory cleric level 19 daily- minor action to attack, move to move. deals 3d10+wis mod on a hit. Average damage = 16.5 + stat mod + implement shadowdancer is 18 + stat mod + implement. But the Cleric's Knights require action on the part of the character to do anything, so you mostly conserve economy of actions. As an aside, isn't it kind of weird that to make the Knights attack, you use a minor action, but just to move them requires a move action? But I digress...
I'm pretty sure having 1 summon without actions attached to it isn't gamebreaking. Quite true, but once you have one, then you have precedence for another. And even if that other is a wizard power, then you just multiclass and you can have two "free action" summons at once. Slippery slope and all that. I just oppose any power that effectively gives a character extra actions for an extended duration. Then again, when I consider how many rolls large area effects do sometimes entail, especially if successful hits also lead to multiple save-ends effects...
I think I may just have negative associations with summoning due to the 87 skeleton army of 3E necromancer party members...
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5 years ago ::
Jul 19, 2008 - 3:52PM
#52
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Date Joined:
Apr 24, 2002
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Well, yeah, but the way I read it implies that you actually make an attack roll. But I can see your point as well. My real concern is that it is basically two things in one - an attack against a single target, and then an effect that "hits" everyone. Just seems jarring to me that way. But that's just my 2/100ths of a buck.
But the Cleric's Knights require action on the part of the character to do anything, so you mostly conserve economy of actions. As an aside, isn't it kind of weird that to make the Knights attack, you use a minor action, but just to move them requires a move action? But I digress...
Quite true, but once you have one, then you have precedence for another. And even if that other is a wizard power, then you just multiclass and you can have two "free action" summons at once. Slippery slope and all that. I just oppose any power that effectively gives a character extra actions for an extended duration. Then again, when I consider how many rolls large area effects do sometimes entail, especially if successful hits also lead to multiple save-ends effects...
I think I may just have negative associations with summoning due to the 87 skeleton army of 3E necromancer party members... Actually in epic levels the number of skeletons could be infinite as long as you had bodies but thats another story...
I see what you're saying about a chain reaction, I'll run some play-testing on the shadow later tonight. I'll reword it to be more clear in the next update.
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5 years ago ::
Jul 24, 2008 - 9:59PM
#53
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Date Joined:
Jul 23, 2008
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Oh man, I can't thank you enough. I'm switching my 3 year long 3.5 campaign to 4th and the party bard was my major problem!!! Many, many, many thanks from your brazilians folks here! The only thing I've found so far: Inhibiting Song - Bard Attack 1 You sing or play a strange verse, distracting your foe's attention from your allies. At Will ✦ Arcane, Thunder, Implement Standard Action Ranged 5 Target: One creature Attack: Charisma vs. Will Hit: Deal damage equal to your Charisma modifier, target takes a penalty to attack rolls equal to your Intelligence modifier. The way it is written it seems quite unbalanced even if it was a daily. It becomes an attack debuff that lasts forever, without an ending specification.
Now, I'm not sure what would be better for balacing, since it is an at-will:
An one shot penalty:
Hit: Deal damage equal to your Charisma modifier, target takes a penalty to his next attack roll equal to your Intelligence modifier. or
An one round penalty:
Hit: Deal damage equal to your Charisma modifier, target takes a penalty to attack rolls equal to your Intelligence modifier, this effect lasts untill the start of your next turn
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5 years ago ::
Jul 26, 2008 - 5:22PM
#54
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Date Joined:
Apr 24, 2002
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Oh man, I can't thank you enough. I'm switching my 3 year long 3.5 campaign to 4th and the party bard was my major problem!!! Many, many, many thanks from your brazilians folks here!
The only thing I've found so far:
The way it is written it seems quite unbalanced even if it was a daily. It becomes an attack debuff that lasts forever, without an ending specification.
Now, I'm not sure what would be better for balacing, since it is an at-will:
An one shot penalty:
or
An one round penalty: Since I've been rather busy/lazy recently I have not updated the thread. However, the pdf links at the beginning of the thread contain a good amount of changes.
For your convincence I'm quoting the pdf.
Inhibiting Song Bard Attack 1 You sing or play a strange verse, distracting your foe's attention from your allies. At Will ✦ Arcane, Thunder, Implement Standard Action Ranged 5 Target: One creature Attack: Charisma vs. Will Hit: 1d6 + Charisma modifier thunder damage. Target takes a -2 penalty on its next attack roll.
I'm glad you can get some use out of this class. send any more potential issues my way. I occasionally check the thread from time to time to put more errata in for the next release.
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5 years ago ::
Jul 27, 2008 - 12:45PM
#55
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Very nice work...
I'll throw a couple suggestions at you as well...
Bardic Music: Inspire Courage Change the bonus type. Instead of giving a +1 power bonus to attack and damage, make it a +1 morale bonus. This would keep in theme with the Bard inspiring it's comrads, plus allow it to stack with any power bonus that another class may grant (and there are several).
For the Bardic Music powers, perhaps instead of having them end at the end of your next turn (as most of them seem to do) you can remove that with a Sustain: Minor. Again, this seems in flavor of how Bard's used to work, continuously singing songs in battle and continuing to grant benefits.
Not sure I like how you diverge from how powers increase. For example, Healing Hymn grows stronger at levels 6, 11, 16, 21 and 26. This isn't in unison with how abilities usually grow, just at each tier (11th and 21st levels). But that is just a minor nit pick and just a suggestion.
I think Inciting Strike At-Will might be too strong. Compare it to the Paladin's At-Will Bolstering Strike. They just get a flat Wis Mod for temporary Hit Points, not the bonus 1/2 level AND they can only apply it to themselves, whereas the Bard can pick himself or an ally. I think temp hit points are a strong thing in this edition (basically replaces DR from 3.5), and if you are going to have an At-Will power that grants temp HP, you shouldn't make it too good. I would suggest removing the +1/2 level.
Anyway, great job over all!!!
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5 years ago ::
Jul 27, 2008 - 3:03PM
#56
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Date Joined:
Apr 24, 2002
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Very nice work...
I'll throw a couple suggestions at you as well...
Bardic Music: Inspire Courage Change the bonus type. Instead of giving a +1 power bonus to attack and damage, make it a +1 morale bonus. This would keep in theme with the Bard inspiring it's comrads, plus allow it to stack with any power bonus that another class may grant (and there are several). Read page 275 for power bonus: "A power bonus derives from a power or a class feature."
The whole point of 4th edition is to not have 30 different bonuses stacking like in 3.0-3.5. No morale, circumstance, insight, luck, sacred, profane, deflection, natural armor, resistance bonuses.
For the Bardic Music powers, perhaps instead of having them end at the end of your next turn (as most of them seem to do) you can remove that with a Sustain: Minor. Again, this seems in flavor of how Bard's used to work, continuously singing songs in battle and continuing to grant benefits. Because 4th edition encounter powers are not supposed to be sustained. I dare you to look in the book and see how many low level "encounter" powers that can be sustained.
Astral shield is a cleric one but its level 16 power.
And lets put it into perspective. a stackable +1 to +3 bonus is a 5%-15% more chance to hit. Why wouldn't a bard not use this every fight and why would anyone be a cleric/warlord when this is clearly better than their class features?
Not sure I like how you diverge from how powers increase. For example, Healing Hymn grows stronger at levels 6, 11, 16, 21 and 26. This isn't in unison with how abilities usually grow, just at each tier (11th and 21st levels). But that is just a minor nit pick and just a suggestion. Not to seem like attacking you, but have you even read the warlord and cleric "healing" abilities? They both are identical and since the bard is a leader I made it follow along the same lines, otherwise the bard wouldn't be able to keep up with the others.
I think Inciting Strike At-Will might be too strong. Compare it to the Paladin's At-Will Bolstering Strike. They just get a flat Wis Mod for temporary Hit Points, not the bonus 1/2 level AND they can only apply it to themselves, whereas the Bard can pick himself or an ally. I think temp hit points are a strong thing in this edition (basically replaces DR from 3.5), and if you are going to have an At-Will power that grants temp HP, you shouldn't make it too good. I would suggest removing the +1/2 level. Err, first of all the bard is a leader not a defender. Comparing two different class roles doesn't accomplish that much. 2nd of all, if you hadn't noticed the bard can only pick an ally. You must have misread it since I double checked the pdfs, and the thread which really hasn't been updated that much.
Inciting Strike - Bard Attack 1 By striking in a skilled fashion, your allies are inspired to fight longer. At Will ✦ Arcane, Weapon Standard Action Melee weapon Target: One creature Attack: Dexterity vs. AC Hit: 1[w]+Dexterity modifier damage,and one ally you can see gains temporary hit points equal to your Intelligence modifier + one-half your level. Increase damage to 2[w]+ Dexterity modifier at 21st level.
Lastly, the cleric power "sacred flame" does the same thing as a ranged attack and gives the ally the option of temporary hit points = cha mod + 1/2 level or to make a saving throw.
With all due respect, you should do a little more research of comparable classes before calling overpowered.
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5 years ago ::
Jul 27, 2008 - 11:23PM
#57
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Date Joined:
Jul 14, 2008
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I'm looking it over, and I like it! But I'm sure giving the ability to make a saving throw with an at will power is too much. Other classes/races get this ability as an encounter based utility ability, or as part of an encounter ability or daily ability. or when an action point is used. I can't recall any other way to get the ability more frequently. At Will seems like too often.
But all in all, a great job.
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5 years ago ::
Jul 28, 2008 - 3:53AM
#58
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Date Joined:
Aug 25, 2007
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Love it. Heh, "Hit 'im with the chair!"
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5 years ago ::
Jul 28, 2008 - 5:19AM
#59
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Date Joined:
Apr 24, 2002
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I'm looking it over, and I like it! But I'm sure giving the ability to make a saving throw with an at will power is too much. Other classes/races get this ability as an encounter based utility ability, or as part of an encounter ability or daily ability. or when an action point is used. I can't recall any other way to get the ability more frequently. At Will seems like too often.
But all in all, a great job. The cleric power sacred flame.. and yes its "at-will".
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5 years ago ::
Jul 30, 2008 - 11:22AM
#60
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I'm going to make history the only trained skill. and allow the other 4 skills to be picked up by the player. If the bard wants diplomacy, he has to choose it from his list. History is one of the only clear-cut things that everyone agrees the bard should have as a baseline skill. Actually, I still think Diplomacy is a better choice, since it fits all Bard archetypes, while History doesn't. I also have a few more suggestions:
- Fluff: Change Healing Hymn's name to Inspiring Performance and Fascinating Song to Fascinate. I'd also suggest renaming several Powers and rewriting the fluff accordingly, so that they are less based on "songs" and more on "performance"; I could help you with this part, if you want. Finally, I don't think there's a need to name the Bard's Powers "Spellsongs", just name them Spells. After all, if a Paladin strikes someone with a two-handed sword using a Prayer, why can't the Bard hit someone with a rapier or a song using a Spell? 
- Bardic Knowledge: The bonus should probably increase to +4 at 11th level and +6 at 21st level.
- Bardic Music: To keep it more in line with the Cleric's Channel Divinity feature, I think the list of Bardic Music powers should be trimmed down to only two: Inspire Courage and Fascinate. Countersong is too situational to be useful as a class feature, and Inspire Competence... Really, even back in 3rd Edition it made no sense - how can a Bard inspire his Rogue companion to pick locks better? Or to move more silently? Really, no wonder Rich Burlew's "Order of the Stick" makes so much fun of this class feature. Countersong could still be learned as a Feat.
- Bardic Music Feats: You're giving too many Encounter Powers to the Bard; a Cleric can only choose one Channel Divinity Feat. I'd suggest making all Bardic Music Feats Heroic Tier for now, and only allowing a Bard to learn one.
- Inspire Courage: Since you're not making an attack with it, there's no need for the Implement keyword.
- Improvised Jab: I'd suggest having the attack bonus be based on Intelligence, not Dexterity. While Righteous Jab has Strength as both its attack attribute and its "effect" attribute, the fact that Improvised Jab helps both melee and ranged attacks makes it much more useful than Righteous Jab.
Cattle die, kindred die, every man is mortal. But the good name never dies of one who has done well. Cattle die, kindred die, every man is mortal. But I know one thing that never dies: the glory of the great dead. - Hávamál
D&D 4th Edition Bard builds: The Dashing Swordsman, The Master of Sound and Illusions, The Warrior Skald
Captain Morality! (No point in not having fun with it. ;-))
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