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8 months ago ::
Oct 05, 2012 - 10:18AM
#11
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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 05, 2012 - 10:24AM
#12
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Date Joined:
Sep 19, 2006
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I thought you did a good job Mellored. You were pretty critical of the things I felt needed criticized and optimistic for the overall process. I too believe that they're taking our feedback and attempting to make the game the best it can be. All in all, well done!
EDIT: Totally forget to say how happy I was that you mentioned limiting the requirements in Specialties/Feats. Specifically, you mentioned a Dark Warrior who took the Necromancer specialty and I think that's something I would LOVE to try out but couldn't do due to spellcasting requirments.
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8 months ago ::
Oct 05, 2012 - 10:25AM
#13
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Date Joined:
Feb 19, 2009
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I enjoyed the interview, as I have enjoyed all of them. Even if I don't agree with everything the interview subjects say, seeing a well reasoned alternate viewpoint is always a good way to get a fresh perspective.
And when I agree with the interview subject - such as on the HP issue - it confirms that I am smrt and infalllible.
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8 months ago ::
Oct 05, 2012 - 10:27AM
#14
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Date Joined:
Apr 12, 2008
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I thought you did a good job Mellored. You were pretty critical of the things I felt needed criticized and optimistic for the overall process. I too believe that they're taking our feedback and attempting to make the game the best it can be. All in all, well done!
Anything I would have to say Diffan has already said. Good interview!
In fond memory of Mark "Wrecan" Monack.
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8 months ago ::
Oct 05, 2012 - 10:41AM
#15
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Date Joined:
Sep 28, 2009
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4) I thought it was limited to set skills. (i.e. the one's you trained in).
I didn't read it like this, but it does say "When you determine the bonus for each of your skills...". This is not totally clear, I think, but Mellored's version is so much more fair.
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8 months ago ::
Oct 05, 2012 - 10:52AM
#16
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Date Joined:
Aug 13, 2004
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A lot of constructive criticism.
My point of view about the playtests is close to yours, except about rogues.
I don't think that skills or sneak attack should be defining features for the rogues. After all, most rogues in fantasy start their story after having really botched a "job". Their more defining trait most of the time is how they handle the result of multiple failures. And a lot are more combat disrupters than combattants at all.
There are archetypal rogues, each with specific abilities that could special features or a specific use of a skill. Then instead of giving to rogues access to all the skills because of the justified specific use of some of them, we should the specific archetype as its own "skill", covering the specific talents required by this archetype, with some specif features if required.
If a rogue chose something like an "Infiltrator" archetype as one of his class feature, he could use his "Infiltrator" modifier as a skill for everything covered by this archetype (open lock, find/disable trap, stealth, climb, walk on a rope), without having to learn all skills required, even the parts of the skills that are not concerned by his "studies".
This way, a rogue could be used as itself, even at tables where backgrounds or skill system are not used.
"They are making it clear that when modern design and common sense come into conflict with tradition, tradition wins." - thecasualoblivion "Vancian isn't broken, you just have to set your game to the wizard's clock!" - Oxybe "In many ways, making a new edition of D&D is alot like trying to sell a car to the Amish." - Dwarfslayer "Encounters are the heart of the AD&D game" - PHB AD&D 2nd edition. "you shouldn't even bother trying to become like me." - Gary Gygax (Elfcrusher confirmed)
"Feel free to claim I said anything you like. How's someone going to call you out on it? Are they going to be all like, 'I know all of the things that Gary said, and that's not one of them?'" - Gary Gygax
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8 months ago ::
Oct 05, 2012 - 11:26AM
#17
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Date Joined:
Jan 15, 2009
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I thought you did a good job Mellored. You were pretty critical of the things I felt needed criticized and optimistic for the overall process. I too believe that they're taking our feedback and attempting to make the game the best it can be. All in all, well done!
Anything I would have to say Diffan has already said. Good interview!
Thumbs Up and a Warm Fuzzy from here too....
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8 months ago ::
Oct 05, 2012 - 12:06PM
#18
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I don't think that skills or sneak attack should be defining features for the rogues. After all, most rogues in fantasy start their story after having really botched a "job". Their more defining trait most of the time is how they handle the result of multiple failures. And a lot are more combat disrupters than combattants at all.
Oooh! That gives me an idea. What if the Rogue's primary feature is a sort of "un-do" button? Like, roll the skill, pass or fail, but if you fail you can turn the failure around in a cool way.
In one of the panels, the devs talked about Indiana Jones as being a quintessential rogue. I'm not so sure I agree, but if thats what they are going for, lets roll with it. There are countless times where it can be interpreted that Indy fails a skill check (or even attack rolls). He's not failing all the time, but he does have setbacks. Except nearly every time, he comes out of that setback in a cool and interesting way. Granted, this is at the whims of the writer, but how would we translate that experience to the tabletop?
Maybe the rogue has a feature that allows upon failure to immediately make another skill check at a lower difficulty to do something to compensate for the failed check, so that they suffer no negative consequences to their resources, but may change game state (they still fall off the ledge, but they lose no HP, for example). Kinda like a glorified saving throw mechanic.
Just brainstorming...
Oh, and Mellored? Great interview!
Essentials zigged, when I wanted to continue zagging.
Roll dice, not cars.
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8 months ago ::
Oct 05, 2012 - 12:14PM
#19
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For sure one of the longer but more constructive interviews.
It always makes me kind of sad to see someone who had a bad first time at D&D but I'm glad you came back! Introducing new players is what I like the best.
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8 months ago ::
Oct 05, 2012 - 12:37PM
#20
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Date Joined:
Sep 19, 2006
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Something else Mellored brought up that I think really needs delving into is is swapping additional d6's of Rogue's Sneak Attack die for alternative stuff. Something akin to the Ambush feats of 3E were you spend X-amount of d6 die to put status effects onto monsters. I think that would complement Fighter's Combat Superiority die fairly well.
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