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7 months ago ::
Nov 01, 2012 - 11:14AM
#1
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It should be a maneuver, not a feature.
I know this may sound like a fighters can't have nice things thread but most of you know I am one of the strongest proponents for interesting fighters.
This ability is not interesting. It slows down the game and is is terrible for the games math. Once the fighter gets this ability his damage jumps significantly but other players damage has no such jump and monsters do not have a jump in HP. This breaks any hope for clean math in the system.
If there is any lesson to learn from 4e it is how broken multiple attacks can be. Staking static damage quickly builds up. Later 4e attacks learned this lesson and simply granted an extra attack roll and allows players to choose either result. If both rolls hit the attack often did extra damage.
Using that same model we should turn the extra attack into a rapid strike maneuver. This would allow the fighter to spend expertise dice (2 or so) to roll an extra d20. If either roll hits the attack hits, if both hit the attack does + 1[W] damage. This will help speed up the game and keep math steady as well. This also works better with D&Ds abstract combat. As soon as you make an ability that grants extra attacks, visualization and logic break down. Instead of fluid combat with many parries and thrusts per attack roll, players visualize 1 roll 1 swing. This would also make the ability more interesting as the player would have to choose whether or not to utilize the rapid strike maneuver. Choices are often more fun than non choices.
Yes this will reduce fighter damage, but numbers are still not final. Extra attacks for free though are bad for the systems math as a whole though.
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7 months ago ::
Nov 01, 2012 - 11:20AM
#2
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Date Joined:
Jun 27, 2004
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Balance concerns aside, yeah, I don't really like the second attack either. But I'm a sucker for consistency - in presentation, as well as ability. "A maneuver every even level" is more appealing to me than "A maneuver every even level (except 6, where you get something else)".
No idea what they could do instead, but I'd love to see something else.
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Yes, I am expressing my opinions (even complaints - le gasp!) about the current iteration of the play-test that we actually have in front of us.
No, I'm not going to wait for you to tell me when it's okay to start expressing my concerns (unless you are WotC).
(And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.) A Psion for Next (Playable Draft)A Barbarian for Next (Brainstorming Still)My 4e Projects
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7 months ago ::
Nov 01, 2012 - 11:26AM
#3
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I think 3 maneuvers at level 1. A maneuver at every odd level. A skill trick every even level.
Skill tricks could be similar to 4e skill and utility powers. No direct combat benefits but interesting abilities none the less. Charming people with a diplomacy check, causing fear with intimidation, lifting objects way too heavy for a normal person to lift, leaping great distances, etc.
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7 months ago ::
Nov 01, 2012 - 11:30AM
#4
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Date Joined:
Jun 27, 2004
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I liked the suggestion, elsewhere, of making Expertise dice all d6s, with additional dice added more frequently (every other level). Space that out, with new maneuvers in the "gaps", and I would be happy.
Plug more options into maneuvers (as they are sure to do), and it would be great (for me).
But, losing the 6th level extra attack would, currently, set the Fighter way back on power, and on power-relative-to-other-(non-rogue)-classes.
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Yes, I am expressing my opinions (even complaints - le gasp!) about the current iteration of the play-test that we actually have in front of us.
No, I'm not going to wait for you to tell me when it's okay to start expressing my concerns (unless you are WotC).
(And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.) A Psion for Next (Playable Draft)A Barbarian for Next (Brainstorming Still)My 4e Projects
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7 months ago ::
Nov 01, 2012 - 11:37AM
#5
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As an aside I don't like expertise "dice". I would rather they were expertise points. You start with 1 and gain an additional every 3 levels (4,7,10, etc). You spend the points for various maneuvers.
Deadly strike: +1[W] per point spent.
Heroic Effort: +1 bonus to trained skill roll per point spent.
Tumble: Move 1 + 1 per point spent as a move action. Can move through enemies spaces during this movement and don't provoke opportunity attacks.
Parry: Reaction to make an attack roll and use as AC. Costs 1 point.
Etc.
Having dice make rolling damage feel awkward and makes everything have to be based on rolling. Having points is a lot cleaner and easier to use. It also helps the math scale better and gives an incentive to use 2H weapons.
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7 months ago ::
Nov 01, 2012 - 11:39AM
#6
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I'm ok with it. It's not terribly imaginitive, but fighter's shouldn't be.
And as long as they keep the damage mods in check (flambrand might be a bit much), i don't see an issue.
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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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7 months ago ::
Nov 01, 2012 - 11:42AM
#7
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Date Joined:
Oct 27, 2012
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I think the idea of consistency is a little better, though spreading out a class' power among the first 4-6 levels is good to encourange less 1 level dipping when multiclassing comes in (unless they have a solution to that).
I think the fighter starting with Deadly Strike + a choice maneuver works since they get another one as soon as they level...then again even if you front loaded to 3 maneuvers it wouldn't be that helpful since you would need the ED (a pretty good system to keep 1 dip fighters from being ultra strong actually).
It would be nice if they developed a balance between Fighter and Rogue to give fighters more combat power with some "out of combat" power and did stuff for the rogue opposite. So even levels give fighters another maneuver, odd levels give them something else. Perhaps extend this to other classes to there is that feel of steady progression, but make the thing they get more incremental so it's not overpowering but still interesting.
Maybe make advanced maneuvers that can only be accessed at 6th, 12th, and 18th level for fighters that are much better than the others but have some kind of limiting factor to them? Perhaps like extra attack, smash (knockdown added to a regular attack), etc.
Just adding a level that adds a HUGE power increase (double) to a class kind of makes weird things happen: like Fighter 6/Paladin X/ Rogue 1 (cuz 1 level of rogue is enough) etc. So i'd wager to say putting one huge ability at a level doesn't help much, and it hsould be mitigated by extending the bonus or forcing the use of ED so more levels in fighter is always attractive for the extra ED.
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7 months ago ::
Nov 01, 2012 - 11:42AM
#8
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Date Joined:
Jun 27, 2004
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Having dice [...] makes everything have to be based on rolling.
While that may be how they're approaching it, it really isn't the case. They could just ignore the scaling-up-in-die-size aspect of it, and just trade dice-for-[x] - in effect, treat each die as a "point". Then all you're doing is having damage (and things related to damage) scale consistently, and in one place.
So, generally:
As an aside I don't like expertise "dice". I would rather they were expertise points.
I strongly disagree.
Feedback Disclaimer
Show
Yes, I am expressing my opinions (even complaints - le gasp!) about the current iteration of the play-test that we actually have in front of us.
No, I'm not going to wait for you to tell me when it's okay to start expressing my concerns (unless you are WotC).
(And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.) A Psion for Next (Playable Draft)A Barbarian for Next (Brainstorming Still)My 4e Projects
Show
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7 months ago ::
Nov 01, 2012 - 11:43AM
#9
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Date Joined:
Oct 27, 2012
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As an aside I don't like expertise "dice". I would rather they were expertise points. You start with 1 and gain an additional every 3 levels (4,7,10, etc). You spend the points for various maneuvers. Deadly strike: +1[W] per point spent. Heroic Effort: +1 bonus to trained skill roll per point spent. Tumble: Move 1 + 1 per point spent as a move action. Can move through enemies spaces during this movement and don't provoke opportunity attacks. Parry: Reaction to make an attack roll and use as AC. Costs 1 point. Etc. Having dice make rolling damage feel awkward and makes everything have to be based on rolling. Having points is a lot cleaner and easier to use. It also helps the math scale better and gives an incentive to use 2H weapons.
It's actually the same thing if you think about it. The only difference is now you don't have to specifiy which size Die to use for certain things, and Deadly Strike isn't OP by doing X weapon damage.
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7 months ago ::
Nov 01, 2012 - 11:53AM
#10
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Date Joined:
Oct 23, 2012
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Expertise dice good. Extra attacks bad. Keep it simple but versatile. Allow for damage escalation and balance within the the expetise system not adding attacks. It can equate to the same damage but means less rolls, less convoluted. Adding attacks makes fighters LESS functional. Because extpertise dice will have to reduce to balance with other classes. But now fighter will have to reduce his ability to parry or manuever to allow for an extra attack.
However manuevers are still hit or miss. Parry, Deadly strike, and a few others are pretty cool, but most of the rest are just not going to be used much.
I am a fan of specific styles having specific escalations of manuevers as well, because it means that types of fighters can become more unique. It means that all manuevers don't have to be balanced against each other, but instead each style gets balanced.
My mind is a deal-breaker.
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