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4 years ago ::
Feb 03, 2009 - 1:02AM
#21
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OK, I changed a few things. Howl of Fury is now burst 2 instead of 5 (5!?!? What was I thinking? lol). I'd also like to point out that it's just Str vs Will, with only the Killer Instinct bonus to attack. It won't hit a lot, and it takes the same slot as a heal + bonus. Lunging Bite is now Str+2 vs Reflex and knocks prone on a roll of 17+. Since there is still a built-in shift, that covers mobility concerns. I'm not going to mess with the class features for SH just yet, since his signature move is now a bit better. Shedeo brings up some good thoughts about SP's resistance. Right now the AC bonus is only 1/2 Con, and resistance is Wis mod +4/8 at Paragon/Epic. This is likely to mean 2 or 3 damage off of each attack, with that jumping to 6 or 7 then 10 or 11. Assuming a 16 in Dex/Con for each build, the SP is down 2 points of AC at level 1. Assuming a 24 Dex/Con at level 28 w/out Demigod or similar, the SP is down 4 points of AC. Hmm, but he can always get heavy armor. Kind of a dumb feature then =/ According to a nice ENworld thread, attacks scale pretty consistently at ~level+4 vs. AC. That means it would be dumb to not get heavy armor. SP needs +Con to AC instead of 1/2 Con. Resistance might be too good of a class feature.
In response to damage scaling, a feat or a built in feature for natural weaponry of this nature isn't out of the question. If this hasn't been addressed already, sorry.
If you intend to have a natural weapon be the primary choice for the character through 30, then do something like
Level ---Bonus 1-5 -- +1 6-10 -- +2 11-15 -- +3 16-20 -- +4 21-25 -- +5 26-30 -- +6
To compensate for the fact that you don't enchant them normally, give them a higher crit number, d10 d12? per plus to represent the savage nature of scoring a solid hit and to offset the lack of regular enchantments, and just in those level ranges give them that +bonus to attack and damage and they scale with magical weapons. Good point about crits! Bonus dice can really stack up at high levels, so the default should be a little better. Maybe I will also do some special crit feats like the ones rogues and rangers can get.
There isn't a class feature to scale up regular damage, but there is bonus damage on every single attack equal to the secondary ability score mod. That should actually scale better than magic weapons, though not by much. Thanks!
Edit: Added crit bonus damage to go along with hit bonus. Also, SP resistance got nerfed a lot.
Ed_Warlord, on what it takes to make a thread work: I think for it to be really constructive, everyone would have to be honest with each other, and with themselves. Quotation of the moment
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Areleth: How does this help the problems we have with Fighters? Do you think that every time I thought I was playing D&D what I was actually doing was slamming my head in a car door and that if you just explain how to play without doing that then I'll finally enjoy the game? Quotation of ALL moments
Show
TD: That's why they put me on the front of every book. This is the dungeon, and I am the dragon.
A word of warning though: I'm totally not a level appropriate encounter.
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4 years ago ::
Feb 03, 2009 - 2:19PM
#22
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Throat Rip Werewolf Attack 1 Mercy is for the weak. _______________________ Encounter * Primal, Feral Form Standard Action Melee touch Target: One creature. Attack: Strength+2 vs. AC _______________________ Hit: 2[N] + Strength modifier damage. Swift Hunter: This power is a minor action. Special: If your target is prone or bloodied, this power scores a critical hit on a roll of 18 - 20. First, great work so far Second For the throat rip encounter power, should swift hunter really have it as a minor action? It is an encounter power that is 2[N] after all. Maybe they could crit slightly easier or add their dex mod to damage? (on top of the swift hunters class feature dex mod bonus to damage.)
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4 years ago ::
Feb 03, 2009 - 2:44PM
#23
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First, great work so far Second For the throat rip encounter power, should swift hunter really have it as a minor action? It is an encounter power that is 2[N] after all. Maybe they could crit slightly easier or add their dex mod to damage? (on top of the swift hunters class feature dex mod bonus to damage.) Thanks! I'm still debating the minor action too. There are ranger and rogue minor action powers, but they tend not to hit so hard. Maybe 1[N] is more in line with that. One of my thoughts is that SH won't be using Rake to get 2 attacks all the time, so he needs a little more offense elsewhere. But perhaps this overcompensates.
Ed_Warlord, on what it takes to make a thread work: I think for it to be really constructive, everyone would have to be honest with each other, and with themselves. Quotation of the moment
Show
Areleth: How does this help the problems we have with Fighters? Do you think that every time I thought I was playing D&D what I was actually doing was slamming my head in a car door and that if you just explain how to play without doing that then I'll finally enjoy the game? Quotation of ALL moments
Show
TD: That's why they put me on the front of every book. This is the dungeon, and I am the dragon.
A word of warning though: I'm totally not a level appropriate encounter.
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4 years ago ::
Feb 03, 2009 - 3:14PM
#24
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Thanks! I'm still debating the minor action too. There are ranger and rogue minor action powers, but they tend not to hit so hard. Maybe 1[N] is more in line with that. One of my thoughts is that SH won't be using Rake to get 2 attacks all the time, so he needs a little more offense elsewhere. But perhaps this overcompensates. Well what you could do is make lunging bite SH only, like rake is SP only. Such as:
Lunging Bite Werewolf Attack 1 Your speed surprises your foe as you drag him to the ground with your powerful jaws. _______________________ At-Will * Primal, Feral Form Standard Action Melee touch Requirement: You must be in swift hunter form Target: One creature Attack: Strength+2 vs. Reflex. _______________________ Hit: 1[N] + Strength modifier damage. On a natural roll of 17-20, the target is knocked prone. Special: Shift 2 squares before attacking.
Another thing i thought you could have is instead of shift 2 is: "Special: You can shift up to 2 squares (minimum 1) before attacking."
This changes very little but it allows you to "lunge" one square when you either cant "lunge" 2 squares or tactically "lunging" 2 would be bad for you.
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4 years ago ::
Feb 03, 2009 - 3:18PM
#25
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Good call. It's SH only now. I'm leaving out the minimum shift of one just because it's a lot of text for a small gain in flavor. By default, a power that allows you to move, shift, push, pull, or slide doesn't force you to use the maximum distance.
Ed_Warlord, on what it takes to make a thread work: I think for it to be really constructive, everyone would have to be honest with each other, and with themselves. Quotation of the moment
Show
Areleth: How does this help the problems we have with Fighters? Do you think that every time I thought I was playing D&D what I was actually doing was slamming my head in a car door and that if you just explain how to play without doing that then I'll finally enjoy the game? Quotation of ALL moments
Show
TD: That's why they put me on the front of every book. This is the dungeon, and I am the dragon.
A word of warning though: I'm totally not a level appropriate encounter.
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4 years ago ::
Feb 03, 2009 - 3:31PM
#26
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Latch On Werewolf Attack 1 You bite the enemy and don't let go. _______________________ At-Will * Primal, Feral Form Standard Action Melee touch Target: One creature. Attack: Strength+2 vs. Fortitude. _______________________ Hit: 1[N] + Strength modifier damage and the target is grabbed by you. You may sustain this power until the target breaks free from your grab. Sustain Standard: 2[N] + Strength modifier damage. Special: This power counts as a melee basic attack. Just wondering about this one, why is the sustain damage twice as strong as the original hit damage? From what i see its damage that requires no roll to hit.
Edit: Sorry if my critiquing one thing at a time is annoying.
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4 years ago ::
Feb 03, 2009 - 3:43PM
#27
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Just wondering about this one, why is the sustain damage twice as strong as the original hit damage? From what i see its damage that requires no roll to hit.
Edit: Sorry if my critiquing one thing at a time is annoying. Not annoying at all- any feedback is helpful 
Maybe it is too powerful. Auto-hitting is pretty darn good, even though it relies on the opponent not breaking free of the grab with a move action (two chances per turn if he wants to). An automatic hit does make this better than a lot of encounter powers though, even if it is easy to escape. 1[N] it is. Also, I added that you can't make other attacks while you have the target grabbed, since it seems impossible to bite someone else while you are crushing someone in your jaws.
Ed_Warlord, on what it takes to make a thread work: I think for it to be really constructive, everyone would have to be honest with each other, and with themselves. Quotation of the moment
Show
Areleth: How does this help the problems we have with Fighters? Do you think that every time I thought I was playing D&D what I was actually doing was slamming my head in a car door and that if you just explain how to play without doing that then I'll finally enjoy the game? Quotation of ALL moments
Show
TD: That's why they put me on the front of every book. This is the dungeon, and I am the dragon.
A word of warning though: I'm totally not a level appropriate encounter.
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4 years ago ::
Feb 03, 2009 - 4:53PM
#28
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Heres a possible heroic tier feat:
Howl of Fear Prerequisite: Werewolf, (maybe a stat requirement too) Benefit: You gain the Savage Howl: Howl of Fear encounter power.
Savage Howl: Howl of Fear Werewolf Feature Your howl sends the enemy scattering. Encounter * Primal, Feral Form, Fear Minor Action Close burst 2 (or maybe burst 3 or at most burst 4) Target: Each enemy in burst Attack: Strength vs. Will Hit: You push the target squares equal to 1 (maybe 2?) + 1/2 your wisdom modifier
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4 years ago ::
Feb 04, 2009 - 3:59AM
#29
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Cool feat idea- thanks again. It's in there now with the rest. Powers up to level 5 are done and a few minor changes have been made here and there.
Ed_Warlord, on what it takes to make a thread work: I think for it to be really constructive, everyone would have to be honest with each other, and with themselves. Quotation of the moment
Show
Areleth: How does this help the problems we have with Fighters? Do you think that every time I thought I was playing D&D what I was actually doing was slamming my head in a car door and that if you just explain how to play without doing that then I'll finally enjoy the game? Quotation of ALL moments
Show
TD: That's why they put me on the front of every book. This is the dungeon, and I am the dragon.
A word of warning though: I'm totally not a level appropriate encounter.
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4 years ago ::
Feb 04, 2009 - 12:44PM
#30
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Another possible feat you could have (tier unknown), you gain use the savage howl class feature an additional time per encounter. though with the limitation you cant use the same one twice. Maybe you could use it one extra in paragon, then again in epic (feat for each bonus). that would total a 3 times per encounter at 21st+ Edit: from a quick read all the new powers look good, keep up the great work
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