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7 months ago ::
Nov 15, 2012 - 10:37AM
#21
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Date Joined:
Feb 12, 2009
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Really am pumped about all this legacy business going on. What seems really cool is that because of the way they are doing it you could likely say hey everyone grab two legacies...you guys are super important. Just seems cool. It seems like offering ideas of what to do in these levels. I mean for most of the games I am in and run once you make it to the level 16 area you should have something going on like the descriptions from all the posts concerning the legacy system. I'm also diggin on the community idea of passing on your weapon, or kingdom, or whatever as a way of maintaining a consisten setting. Or just having your old legacy items showing up as magic items in later campagins. An excellent way to break some dramatic irony on the players that they are in the same campaign setting, and didn't even know it. For those of us that like to run one campaign setting where the player's characters eventually become important members of the world this legacy system is sounding like a bunch of awesome.
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7 months ago ::
Nov 15, 2012 - 10:48AM
#22
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Granted, it's going to be a completely different set of "maneuvers". So calling it something else like "augment" would be fine, but there's concept room a "build your own at-will" mage.
It isn't the idea of wizards having at-will options that I object to, it is working off the same mechanics as the martial classes I don't want to see. A wizard who could apply so many meta-magic effects to spells per encounter is fine, I just don't want it to feal like I'm playing a martial class with more ranged options. And as much as the entire fluff may be different, if the classes work off the same underlying mechanics they tend to feel the same.
But i do.
I want something very much like a ranged fighter, but who uses magic intead of a bow.
Granted, i can reflavor my bow to a lightning bolt or some such, but it doesn't quite work without AOE and elemental attacks.
3.5 Warlock. I'd like to see it come back in some form. Not necessarily as an actual Warlock, but that idea. Blast Shape and Eldritch Essences modifying some fundamental ability.
Doesn't have to use XD, and frankly if they're really going down the "XD=martial" route then it shouldn't. But even without XD, there's stillconcept room for a "build your own at-will" caster. Right. It doesn't have to use XD specificly, but be XD-like.
The 3.5 warlock works alright, though i feel there's room for improvements.
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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 15, 2012 - 10:59AM
#23
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- Forum Guide
- Hero Craftsman Gold Medalist
- Master Dungeon Master
Date Joined:
Jun 23, 2005
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Haikus always lead to limericks. At least, in my game they do!
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7 months ago ::
Nov 15, 2012 - 5:43PM
#24
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Date Joined:
May 12, 2009
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Yan Montréal, Canada
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7 months ago ::
Nov 15, 2012 - 6:23PM
#25
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It is now official. The plan is for every single Martial class in DDN to have ED. We have now traded our unique classes for homogenous game design.
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7 months ago ::
Nov 15, 2012 - 6:32PM
#26
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Date Joined:
Sep 17, 2004
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It is now official. The plan is for every single Martial class in DDN to have ED. We have now traded our unique classes for homogenous game design.
I dunno; it seems to me more like how Conan wound up conquering Aquilonia and becoming its king, or how PCs could build castles and attract followers in oDnD.
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7 months ago ::
Nov 15, 2012 - 6:43PM
#27
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It is now official. The plan is for every single Martial class in DDN to have ED. We have now traded our unique classes for homogenous game design.
I dunno; it seems to me more like how Conan wound up conquering Aquilonia and becoming its king, or how PCs could build castles and attract followers in oDnD.
I'm referring to question 3, not 1 or 2.
"Right now, we’re experimenting with expertise dice being the primary expression of the growth of a character’s martial prowess..."
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7 months ago ::
Nov 15, 2012 - 7:08PM
#28
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Date Joined:
Sep 17, 2004
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It is now official. The plan is for every single Martial class in DDN to have ED. We have now traded our unique classes for homogenous game design.
I dunno; it seems to me more like how Conan wound up conquering Aquilonia and becoming its king, or how PCs could build castles and attract followers in oDnD.
I'm referring to question 3, not 1 or 2.
"Right now, we’re experimenting with expertise dice being the primary expression of the growth of a character’s martial prowess..."
Ah, fair enough. I thought you meant "Epic Destiny".
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7 months ago ::
Nov 15, 2012 - 7:25PM
#29
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Date Joined:
May 22, 2003
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It is now official. The plan is for every single Martial class in DDN to have ED. We have now traded our unique classes for homogenous game design.
Sensible patterns in mechanical expression arising! Oh no! 
I actually adore what XD have done for the game, and really appreciate it as a unifying mechanic for martial capability. -- Really looking forward to the myriad ways in which added class features will flavor the pot!
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7 months ago ::
Nov 15, 2012 - 7:46PM
#30
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It is now official. The plan is for every single Martial class in DDN to have ED. We have now traded our unique classes for homogenous game design.
Sensible patterns in mechanical expression arising! Oh no! 
I actually adore what XD have done for the game, and really appreciate it as a unifying mechanic for martial capability. -- Really looking forward to the myriad ways in which added class features will flavor the pot!
One person's sensible pattern is another person's boring routine. I don't want ED for every martial class in the game. As it stands, I feel many maneuvers need to be remade into Feats. There is no reason a magic class shouldn't be able to Parry or have Danger Sense. With them as maneuvers, only classes with ED will have a chance at doing these.
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