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2 years ago ::
Sep 03, 2011 - 9:32AM
#11
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Date Joined:
Jun 17, 2002
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This is one of those things where people just really feel the need to do things official.
Otherwise you can just cut healing surges in half, eliminate dailies, reduce encounters to dailies, and reduce at-will class powers to encounter powers.
But for those who absolutely must have official recognition of their correctness, I'm happy they're finally getting this.
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2 years ago ::
Sep 03, 2011 - 2:32PM
#12
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Date Joined:
Oct 26, 2008
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I do not need rules for my backstory.
I'm with ya. Lv1 is fine enough for our group, though I guess if people are so keen on being...well I don't even know what you'd call a lv0 player, then so be it. It isn't taking up book space(not like I buy those anymore anyway) so I don't really care.
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2 years ago ::
Sep 03, 2011 - 4:53PM
#13
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I had a converssation the other day about character creation in a couple other games. Traveler, and the other I cant remember but you end up writing the first couple lines of your own novel then the other party members pass your novel around writing themselves in... Both could be called roleplaying befor lvl 1. I hope what we see is not more rules, but ideas on how to run the game without rules. Like running an adventure without sheet or dice, and just wing things so when you do create your character you have already played them and know a bit about who they are. Or maybe it will be a guide to making a party that works well together...
All I know is I like what I have seen recently from WotC and will read this the second I get a chance.
In the Nentir Vale, all injured creatures are required to wear a name tag!
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2 years ago ::
Sep 03, 2011 - 6:07PM
#14
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Sadly I can't spoil what I did with them. Some will love them, other will hate them. Most will ignore (as they should)... but if you wanted to explore what made a gifted individual become a hero... this will be an interesting take on how it can be done. That I can guarantee. I didn't want to go with the "cut level 1 in half" approach and some speculations are very interesting here... things that may be close... or similar to what some of you have said. Others, not so much. When is it due out? I'm really curious about how people will react to the adventure.  Peace peeps. Chatty DM
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2 years ago ::
Sep 04, 2011 - 1:27PM
#15
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Date Joined:
Oct 12, 2004
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Glad to see you didn't go with the "cut level 1 in half" approach Chatty. I started work on my own rules for below level 1 literally 2 days before I saw this announced, so I'm curious to see what you did with this.
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2 years ago ::
Sep 06, 2011 - 8:16AM
#16
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Speculation:
You get 1 at-will power. You get a lvl 1 encounter power, as a daily.
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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2 years ago ::
Sep 08, 2011 - 11:20PM
#17
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Date Joined:
Jun 28, 2003
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Really looking forward to this article! Congrats Chatty!
Teo
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