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8 months ago ::
Oct 08, 2012 - 2:28PM
#51
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Date Joined:
Apr 25, 2012
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I hope there's more to the packet than just new DM stuff, and that all of it isn't updated yet.
EDIT: Well, after looking at the magic items pdf, it seems like they spent a lot of time with that and at first glance the xp values make sense. I guess those are two very important things.
I just feel like wizardly traditions should have made it in.
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8 months ago ::
Oct 08, 2012 - 2:35PM
#52
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Date Joined:
May 24, 2012
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I might be wrong but I was under the assumption that we were getting other stuff. I don't want to spread rumors tho.
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8 months ago ::
Oct 08, 2012 - 2:36PM
#53
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People are going to be disapointed, but only because we were... i don't want to say promised, but told levels 1-10 and most expected wizard traditions and some new origins and pacts.
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8 months ago ::
Oct 08, 2012 - 2:59PM
#54
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The main difference is items.
Though they did refine monsters a bit.
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 ::
Oct 08, 2012 - 3:05PM
#55
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Date Joined:
Dec 11, 2006
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People are going to be disapointed, but only because we were... i don't want to say promised, but told levels 1-10 and most expected wizard traditions and some new origins and pacts.
This is an understatement.
Browncoats Unite...
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8 months ago ::
Oct 08, 2012 - 3:14PM
#56
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People are going to be disapointed, but only because we were... i don't want to say promised, but told levels 1-10 and most expected wizard traditions and some new origins and pacts.
I'd be happy with revised monster math so they have a chance of hitting and lasting in combat. But we'll see how the new orc traits affect that.
Before posting, ask yourself WWWS: What Would Wrecan Say? Spoiler:
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Read my blog on the WotC Community Site (updated irregularly to avoid spamming the "Featured Blogger" list).
You can follow me on Twitter: "@DnDJester"
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8 months ago ::
Oct 08, 2012 - 3:21PM
#57
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Date Joined:
Dec 27, 2011
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I get the feeling this is not all there is to this packet. The Summary mentions a How to Play document, for one thing. I think that and other parts were unintentionally left out.
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8 months ago ::
Oct 08, 2012 - 3:25PM
#58
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Date Joined:
Jul 31, 2007
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I get the feeling this is not all there is to this packet. The Summary mentions a How to Play document, for one thing. I think that and other parts were unintentionally left out.
There is a How to Play document in the packet. It's the same one from August.
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8 months ago ::
Oct 08, 2012 - 3:42PM
#59
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I'm sure they'll get to adjusting the monster math at some point.
Given the length of the magic item document, that's probably 90% of what they did.
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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8 months ago ::
Oct 08, 2012 - 4:03PM
#60
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Date Joined:
Dec 21, 2011
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People are going to be disapointed, but only because we were... i don't want to say promised, but told levels 1-10 and most expected wizard traditions and some new origins and pacts.
I'd be happy with revised monster math so they have a chance of hitting and lasting in combat. But we'll see how the new orc traits affect that.
Disappointment!!! They did a little to the monsters, but few if any have better "to hit" scores. This means more house ruling for my games.
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