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Switch to Forum Live View New class -- Time Mage -- now with Path(s)!
5 years ago  ::  Jul 02, 2008 - 8:21PM #11
Eldiran
Date Joined: Jun 10, 2008
Posts: 518
Thanks!

bkdubs123 wrote:

So, this looks pretty nice, but I wonder if some of those powers that just dole at status are actally a little underpowered. I haven't yet played a Wizard myself, but I've partied with one and it looks like a lot of your powers can be powered up with some damage. All in all though I really like this. I'll have to recommend it to one of my Wizard friend.


Hmm, really? I suppose you're talking about powers like "Don't Move" or "Don't Act"... At first glance, they seem rather potent. But, given how easy it is to make saves, perhaps I underpowered them? I'll think about giving them some extra range or aftereffects to boost them up. Thanks for the feedback!

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5 years ago  ::  Jul 06, 2008 - 9:59AM #12
Eldiran
Date Joined: Jun 10, 2008
Posts: 518
An update! (*bump*) I added a paragon path! I'm hoping I can get some more feedback for it and/or the Time Mage class in general before sinking too far down into the House Rules forum again.

[s]Upcoming paragon path, for Wizards and Time Mages: the Calculator... sometime eventually later probably.
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5 years ago  ::  Jul 15, 2008 - 10:09AM #13
Eldiran
Date Joined: Jun 10, 2008
Posts: 518
Anyone have any further comments...?

*bump*
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5 years ago  ::  Jul 15, 2008 - 10:44AM #14
10_Foot_Pole
Date Joined: Apr 24, 2008
Posts: 272
I think it looks pretty good. You've got a lower damage potential than the wizard, but you impose many more conditions to enemies, thus allowing other party members to function more freely.

I'm curious to see if you've had a chance to playtest it yet. The one thing that jumped out at me as potentially problematic is the extra Action Point after an extended rest. It fits very well with the class concept, but APs can be a serious advantage if used correctly.

Over all, very well done.
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5 years ago  ::  Jul 15, 2008 - 9:49PM #15
james_gaines
Date Joined: Jan 15, 2008
Posts: 345
Haven't looked through it all yet (I will, looks good), but what really strikes me is the at-wills. They seem, well, weak. I understand that the class is more concerned with effects than damage, but the choice to have only one of them do damage strikes me as a bad idea.

Since Haste and Slow are pretty much the signature spells of TMG, why not give them to the PC like a wizard gets cantrips?

So you'd get two at-wills + haste and slow. The at-wills would still be your fallback spells, but you'd always have haste and slow.

Also haste itself seems kind of weak. If slow is -2 speed in a 3x3 area, why not have haste be a +2 to speed in a 3x3 area?
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5 years ago  ::  Jul 16, 2008 - 6:02AM #16
Wyld_Mutation
Date Joined: Mar 28, 2007
Posts: 4,336
Because it's affecting a PC and not a monster... Giving a PC +2 speed is better than dropping a monster's speed.

Oh and... TIME MAGE FTW!!!
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5 years ago  ::  Jul 16, 2008 - 12:14PM #17
james_gaines
Date Joined: Jan 15, 2008
Posts: 345
Still, a standard action to give one pc +1 to speed does not seem worth it. It would only be worth it if the enemy was exactly 1 square out of the allies movement range. When else would it be useful?

And even then, you could use distort to pull them back into range, and do some damage while your at it.

Honestly, between haste and a basic ranged attack, I'd always choose a basic ranged attack. This is a problem.
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5 years ago  ::  Jul 16, 2008 - 12:31PM #18
xantoe
Date Joined: Aug 26, 2007
Posts: 24
seeing how haste would be a small bonus to one target; you might as well make it a minor action. it's more like a cantrip than anything.

or you could make it more powerful. make it affect all allies within an area burst (2) and they can run with out the standard penalties(that's very good because you can move 4 when slowed). that is pretty good for most situations and great for some.
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5 years ago  ::  Jul 16, 2008 - 7:47PM #19
Eldiran
Date Joined: Jun 10, 2008
Posts: 518
Actually, Haste already is a minor action! I agree it would be very underpowered if it were anything else.

@10footpole: Yeah, the extra action point struck me as rather risky. I think I'm going to get rid of it entirely, maybe increase the initiative bonus a tiny bit in return.

@james: I see what you're saying about making Haste and Slow like cantrips... it's definitely worth consideration. I see that having Distort as the only damaging at-will may kind of force people into choosing that and one other thing. At the very least, I think I may give Old a tiny bit of damage. (Like, Int modifier, probably.)

Perhaps if I threw in Haste and Slow as 'cantrips', that would make a suitable replacement for the bonus action point... we'll see if I can think of anything clever as replacement at-wills.

Wyld_Mutation wrote:

Oh and... TIME MAGE FTW!!!


Glad you like it! :D

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5 years ago  ::  Jul 16, 2008 - 8:00PM #20
Wyld_Mutation
Date Joined: Mar 28, 2007
Posts: 4,336
I always ran a time mage with summons... It cleaned house.

Of course everything cleaned house at level 99.
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