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8 months ago ::
Sep 28, 2012 - 8:51AM
#1
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Date Joined:
Jun 22, 2007
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In this week's Playtester Profile, we share Mand12's thoughts on how the D&D Next playtest is going and hopes for the future!
Moderated by
crazy_monkey
on Sep 28, 2012 - 12:40PM
Trevor Kidd Community Manager
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8 months ago ::
Sep 28, 2012 - 9:02AM
#2
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Link is broke
guides
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my builds
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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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8 months ago ::
Sep 28, 2012 - 9:05AM
#3
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Date Joined:
Mar 26, 2007
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And I have no desire to hear those thoughts.
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8 months ago ::
Sep 28, 2012 - 9:06AM
#4
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Am I the only one that didn't understand a thing about what 4th edition style is according to Mand?
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8 months ago ::
Sep 28, 2012 - 10:17AM
#5
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Am I the only one that didn't understand a thing about what 4th edition style is according to Mand?
That depends are you making a joke or did you find some way to actually see the article?
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8 months ago ::
Sep 28, 2012 - 10:18AM
#6
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Date Joined:
Dec 15, 2009
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It's listed on the Forum's home page, even if the link above is broken.
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8 months ago ::
Sep 28, 2012 - 10:33AM
#7
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Am I the only one that didn't understand a thing about what 4th edition style is according to Mand?
That depends are you making a joke or did you find some way to actually see the article?
I got to read it. But I went on the blog, I didn't try the link in this thread.
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8 months ago ::
Sep 28, 2012 - 10:36AM
#8
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Okay found it. Apparently the OP of this thread has a link to the thread and a link to the blog at the same time. The correct blog link is: community.wizards.com/dndnext/blog/2012/...And having read it... I agree. The description of what 4e is seems pretty incomprehensible, and doesn't line up with what I think of when I think 4e at all.
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8 months ago ::
Sep 28, 2012 - 11:08AM
#9
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Date Joined:
May 24, 2012
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And having read it... I agree. The description of what 4e is seems pretty incomprehensible, and doesn't line up with what I think of when I think 4e at all.
I agree with you. 4e isnt complicated, as he seems to make it out to be (lots of moving parts, he keeps saying). I found 4e to be much more streamlined than previous editions.
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8 months ago ::
Sep 28, 2012 - 11:10AM
#10
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Date Joined:
Feb 19, 2009
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Talking just about the 4E question:
I think the point he was trying to get across about 4E in the first paragraph was the inter-relatedness of everything. The underlying math in 4E was clearly more calculated than in previous editions; every component was considered in relation to every other component.
This was a noble ambition, and when it worked it was excellent game design and a joy to play and run; when it didn't work it was either a straightjacket or an errata hose, blasting at a pace that made the paper books obsolete almost before you broke the shrinkwrap.
The second and start of the third paragraphs seems contradictory to me. To paraphrase "Healing surges were great because it means you didn't need a healer character" followed by "Collaboration and teamwork is great." To me, the more you can heal yourself the LESS you need collaboration and teamwork. That may be a personal taste thing though.
The most interesting part of that section to me however was: "Closer standing between DM and player, where the DM may be creating the adventure but the players are an important part of that process as well." I agree with the opinion that 4E wanted to do that; I just disagree that that is what actually occurred. I think too often the tone and structure of the 4E rules made it seem like the DM was the umpire and not the storyteller. "Say yes to your players" as DM advice was emphasized; "Don't be a dick and deliberately wreck the DMs world" as Player advice was not.
I thank the random whims of the universe every week for the good fortune that my players have internalized Wheatons law, so my 4E campaign has been fun to run.
All in all, an interesting perspective.
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