|
1 year ago ::
Jan 04, 2012 - 11:57AM
#81
|
|
|
It's hard to say 'they got it right' when you get something promised (more than once) 2011 in 2012.
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.
|
|
|
|
1 year ago ::
Jan 04, 2012 - 10:03PM
#82
|
|
|
Generally speaking, 4e's product library is of inferior quality to previous editions' regardless of what you actually think about 4e (I in fact like it tremendously for the most part).
Complete bull. Previous editions have far more crap books full of either power creep, trap options, or both. Further, more of them were poorly written, had mediocre art, and/or terrible format than in 4e.
That's not to say that many previous ed books weren't a delight to read. I'd also say that WoTC could learn something from Cubicle7's The One Ring, which is gorgeous. I'm not in love with the layout, which sometimes makes things harder to find than they should be, and the index should probably be about another half-page long, but that's my only complaint.
The artwork is beautiful, the layout ranges from workable to great, the actual meat is awesome, the formatting is wonderful, the typography a delight, etc. It's just a fantastically done set.
More sex and gender equality and racial equality shouldn't even be an argument--it should simply be an assumption for any RPG that wants to stay relevant in the 21st century.
I could say anything in D&D is silly though, because it's a silly game and we are silly people.
|
|
|
|
1 year ago ::
Jan 04, 2012 - 10:23PM
#83
|
Date Joined:
Oct 17, 2010
|
I have to say that, in terms of layout at least, 4e's books are pretty stellar. White Wolf (to name names) can learn a thing or two about not using weirdly colored and strange fonts on top of their margins and stuff from 4e's books, that's for sure. There's plenty of splatbooks (which I wish would sort of go away), but those have been around since 2nd edition (which is exactly WHY I want them to go away, incidentally - something a company does primarily to escape bankruptcy does not make for a good game Wizards!...). The fluff books are usually pretty good (although I can't speak for setting handbooks beyond Dark Sun as I don't play Forgotten Realms or Eberron or really Dark Sun even but I've read the Dark Sun book and not the others), although I do wish that the monster manuals had more artwork (not necessarily better artwork - the artwork is pretty good in terms of quality) as I often find myself short on illustrations of monsters published therein.
|
|
|
|
1 year ago ::
Jan 05, 2012 - 9:54AM
#84
|
Date Joined:
Jun 30, 2008
|
Complete bull. Previous editions have far more crap books full of either power creep, trap options, or both. Further, more of them were poorly written, had mediocre art, and/or terrible format than in 4e.
Yeah, except for heroes of shadow there haven't been any 4E book that has been a real dissappointment for me and even that has some useful stuff in it. 4E doesn't have that much in the way of trap choices compared to previous editions. Even most of the worst classes still do ok. There were a lot more books in previous editions that were full of mechanical options, with maybe a couple of pages worth of material that was any good.
There has definitely been some power creep, but for the most part it hasn't been that bad and the most powerful classes for each role are all from PHB1, as are several of the most powerful races, feats, and paragon paths.
my handbooks & builds
Show
|
|
|
|
1 year ago ::
Jan 05, 2012 - 10:21AM
#85
|
Date Joined:
Feb 10, 2009
|
Let's keep this thread focused on errata (or lack of it). We should get the November and December erratae tomorrow the latest unless they delay it THIRD time.
|
|
|
|
1 year ago ::
Jan 05, 2012 - 11:26AM
#86
|
|
|
I have to say that, in terms of layout at least, 4e's books are pretty stellar. White Wolf (to name names) can learn a thing or two about not using weirdly colored and strange fonts on top of their margins and stuff from 4e's books, that's for sure. There's plenty of splatbooks (which I wish would sort of go away), but those have been around since 2nd edition (which is exactly WHY I want them to go away, incidentally - something a company does primarily to escape bankruptcy does not make for a good game Wizards!...). The fluff books are usually pretty good (although I can't speak for setting handbooks beyond Dark Sun as I don't play Forgotten Realms or Eberron or really Dark Sun even but I've read the Dark Sun book and not the others), although I do wish that the monster manuals had more artwork (not necessarily better artwork - the artwork is pretty good in terms of quality) as I often find myself short on illustrations of monsters published therein.
Agreed. The FR map was problematic, in that it contradicts descriptions in the books, but other than that, the FR books are solid to great, depending on what we're measuring. The Eberron books are great. I love the artwork, especially.
MMs could definately use a higher art concentration. With how easy it is to modify monsters and build ones from scratch in 4e, I really think they could have afforded more art and even a little more fluff in the MMs.
Yeah, except for heroes of shadow there haven't been any 4E book that has been a real dissappointment for me and even that has some useful stuff in it. 4E doesn't have that much in the way of trap choices compared to previous editions. Even most of the worst classes still do ok. There were a lot more books in previous editions that were full of mechanical options, with maybe a couple of pages worth of material that was any good.
There has definitely been some power creep, but for the most part it hasn't been that bad and the most powerful classes for each role are all from PHB1, as are several of the most powerful races, feats, and paragon paths.
This. Exactly. What power creep there has been has largely been universal or near to, making it less of a problem (expertise and themes, both of which benefit everyone, or near everyone) and aren't a big source of creep even without that consideration. They're still creep, but compared to previous editions? Pah. And even Heroes of Shadow had good art (not spectacular, but good), a workable layout that some people even prefer over older layouts, pretty good fluff, etc. A lot of the options presented are only traps for high OP games, and otherwise are interesting both mechanically and flavourwise, like the vampire, and arguably the hexblade. I can't think of anything, other than maybe the printed adventures, where 4e is at a disadvantage. And really, I just wish WoTC made the license open enough that more 3PPs were printing adventures.
All that being said. Errata. Come on. Do it.
More sex and gender equality and racial equality shouldn't even be an argument--it should simply be an assumption for any RPG that wants to stay relevant in the 21st century.
I could say anything in D&D is silly though, because it's a silly game and we are silly people.
|
|
|
|
1 year ago ::
Jan 06, 2012 - 4:39AM
#87
|
|
|
Most of the traps and hazards in DMG was updated in Dungeon Master's Kit. It would be great if the rest of the traps and hazards in DMG and DMG2 would be updated in some of the next errata. And some update of the Skill Challange examples in DMG would be great as well.
|
|
|
|
1 year ago ::
Jan 06, 2012 - 7:22AM
#88
|
Date Joined:
Feb 27, 2010
|
I believe if the November & December errata does occur it will happen when we should be getting January's and it will only be about 1 months worth of errata. To put it bluntly R&D is in the dog ate my homework level of effort and belief.
|
|
|
|
1 year ago ::
Jan 06, 2012 - 7:42AM
#89
|
Date Joined:
Feb 10, 2009
|
Due to the holidays, and a string of illnesses around the office, the December errata and rules updates won't be posted until the first week of January. In the mean time, we've arranged for a few other surprises on the website for next week.
Yay, that means that the update should be up in few hours now. I can't wait!
|
|
|
|
1 year ago ::
Jan 06, 2012 - 1:13PM
#90
|
Date Joined:
Dec 17, 2008
|
... Still waiting.
|
|
|