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5 months ago ::
Jan 08, 2013 - 6:11AM
#1
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Same as the fighting style, or thief schemes, monk tradition, and cleric (sort of).
Nothing mandatory, but simply a list of what spells that fit the theme. So you don't have to read the whole spell list to find a level 3 illusion spell.
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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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5 months ago ::
Jan 08, 2013 - 8:23AM
#2
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Date Joined:
Nov 21, 2009
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Why are school descriptors not sufficient for this (illusion, conjuration, etc.)?
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5 months ago ::
Jan 08, 2013 - 11:11AM
#3
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Date Joined:
Jan 21, 2004
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I think traditions should have riders attached to particular spells a bit like manoeuvres that can be tacked on in place of spell damage scaling e.g. thunderwave that blasts people back further or can deafen; light spells that can blind, or inflict radiant damage etc.
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5 months ago ::
Jan 08, 2013 - 11:17AM
#4
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Spell lists by school would suffice, I think. Alternatively you could color code the spell list by school, so that the list stays in an order that is easy for everyone to reference, but still lends itself to quick selection by players interested in specialization.
"When Friday comes, we'll all call rats fish." D&D Outsider
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5 months ago ::
Jan 08, 2013 - 11:25AM
#5
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Why are school descriptors not sufficient for this (illusion, conjuration, etc.)?
Cause you have to read the entire spell list to find them.
Spell lists by school would suffice, I think. Alternatively you could color code the spell list by school, so that the list stays in an order that is easy for everyone to reference, but still lends itself to quick selection by players interested in specialization. I like colors. Though some people are color blind, so you can't depend on it. But that would still requires you to scan the spell list.
And again, i wasn't suggesting a mechanical change. Just a presentation one.
guides
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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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5 months ago ::
Jan 08, 2013 - 11:51AM
#6
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Date Joined:
Nov 21, 2009
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What if the spell list was organized by school, something like this:
School > Spell Level > Alphabetical
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5 months ago ::
Jan 08, 2013 - 11:53AM
#7
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Date Joined:
Sep 25, 2007
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Traditions having suggested spells learned at every level (and cleric's having suggestions for typical spells to prepared besides their Domain spells) would be perfect.
If the game has pre-built suggestions of a number of varieties of character with all the choices short of character name, alignment, and appearance it is much more accessible for those players that want to just casually sit down and dive into the game or that want to give a class they have never played a test-drive without having to spend time pouring over the available options to build a character they are completely unfamiliar with.
...and so long as those builds remain suggestions that those players wanting a more granular character generation system can ignore without being hindered in any way but the time spent building their character nothing is lost - so it's a win-win situation.
I'd personally love for character creation for every class to be as easy, if you choose it to be, as saying "He is a Human scholarly wizard of noble birth and sagacious knowledge" and never being required to make any further decisions so you can just focus on playing.
Careful, man. That much logic might be illegal on the internet. - Salla
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5 months ago ::
Jan 08, 2013 - 11:54AM
#8
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Date Joined:
Jan 29, 2005
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What if the spell list was organized by school, something like this:
School > Spell Level > Alphabetical
It does raise a minor issue if a spell exists in multiple schools.
Magic Dual Color Test
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5 months ago ::
Jan 08, 2013 - 11:56AM
#9
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Date Joined:
Sep 25, 2007
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What if the spell list was organized by school, something like this:
School > Spell Level > Alphabetical
Spells should be organized alphabetically - end of sentence.
Nothing is more irritating than flipping through old D&D books that are arranged by level to find a spell when the only thing you are sure about is the name of the spell.
I don't want to have the book expect me to have the school and spell level of every spell in the game memorized just to be able to fnd one quickly.
I don't even like it when the game books separates cleric and wizard spells into different chapters.
Careful, man. That much logic might be illegal on the internet. - Salla
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5 months ago ::
Jan 08, 2013 - 12:07PM
#10
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Date Joined:
Nov 19, 2007
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There are times when I want different sorting criteria:
Alpha by spell name Alpha by spell name by Wizard or Cleric Alpha by Domain or School Alpha by Level
And there may be others.
In memory of wrecan and his Unearthed Wrecana.5e should strongly stay away from "I don't like it, so you can't have it either."
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