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1 year ago ::
Dec 22, 2011 - 6:32PM
#11
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Date Joined:
Oct 19, 2008
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My only recommendation is to add an inherent critical damage dice pool that scales with the inherent bonuses, so your critical hits still deal approximately the same amount of damage.
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1 year ago ::
Dec 22, 2011 - 6:56PM
#12
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Date Joined:
Sep 13, 2009
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I am running a similar game. The Pc's are at level 11. A question I have is: does the Inherent Bonuses add in extra AC like the masterwork armor would? A scale armor wearer in magic +2 armor would also be getting an extra point for Drake scale or whatever it is. So does that mean that a scale wearer with inherent bonuses is only getting the +2 with no option for the masterwork fix?
Is there a way to fix this for them in the CB?
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1 year ago ::
Dec 22, 2011 - 7:16PM
#13
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My only recommendation is to add an inherent critical damage dice pool that scales with the inherent bonuses, so your critical hits still deal approximately the same amount of damage.
The Dark Sun revision of inherent bonuses actually does this, so RAW that is how inherent bonuses work anyway.
@Humanfan: The inherent bonuses system did indeed introduce non-magical Masterwork, though the Heroes books made armor scale automatically by Enhancement anyway and it should work that way in the CB. You can still manually pick the non-magical versions that boost NADs instead if you have inherent bonuses clicked though.
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1 year ago ::
Dec 24, 2011 - 7:11AM
#14
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First of all, thanks for all the comments guys! :-) Your sorc may be a little bummed that he can't do DIS for extra damage. Although I guess he still could if he blew both items on implements.
Hmmm... Will it be enough to hurt his performance? If so, we could just homebrew the feat.
In contrast, striker focused warlocks, druids, blaster wizards, and other classes that have a lot of item dependency will be weaker than usual. This effect will be most visible in paragon and epic tiers.
How much weaker? Enough to invalidate those builds?
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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1 year ago ::
Dec 24, 2011 - 10:28AM
#15
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Sorcs aren't exactly all that strong to begin with, so yeah, it'd be a good idea to say DIS works with Inherent Bonuses.
The only one I'd be worried about is the Warlock and honestly if you can pick a couple of items it'll be fine.
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1 year ago ::
Dec 24, 2011 - 11:15AM
#16
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Date Joined:
Oct 25, 2007
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Warlocks are pretty hurt in the upper levels, as wotc tried to get them up to par largely through items. Sk pact, infernal and control focused build still would work though.
Beast form druids are supposed to do decent damage, and it's all through low level items such as claw gloves, serpentine staff and/or the charge kit. Past very low heroic, they will be pretty unimpressive without item support.
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1 year ago ::
Dec 25, 2011 - 2:03AM
#17
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At Higher levels, the the ability for melee PCs to deal with flyers becomes an issue, as does the healing potential of your Skald (but really, the Range on the Skald aura is going to be the bigger problem), as does your ability to deal with status conditions (save bonuses, rerolls, resistances, interrupts, even lack of acrobat boots is something). An optimized party shouldn't have major issues, but you're going into this both without an optimized party and with a couple item dependant classes.
"Invokers are probably better round after round but Wizard dailies are devastating. Actually, devastating is too light a word. Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25 Sear the Flesh, Purify the Soul; Harden the Heart, and Improve the Mind; Born of Blood, but Forged by Fire; The MECH warrior reaches perfection. My Guides
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