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Switch to Forum Live View D&D Next Q&A: Advantage Dice Rolls, Ranged Fighters & Popular Paragon Paths
5 months ago  ::  Jan 17, 2013 - 7:07AM #1
wrecan
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Trevor seems to have forgotten to start the thread about the Q&A, so I'm doing it.

D&D Next Q&A: Advantage Dice Rolls, Ranged Fighters & Popular Paragon Paths


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5 months ago  ::  Jan 17, 2013 - 7:11AM #2
wrecan
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Q&A Haiku Time!

Advantaged skill dice?
No. (Dis)advantage affects
Just d20 rolls.

Parry for ranged fighters?
A ranged fighter has chosen
To not need Parry.

Survey for 4e'rs?
There's no need. The online tools 
Tell us everything. 
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5 months ago  ::  Jan 17, 2013 - 7:25AM #3
Miladoon
Date Joined: May 24, 2012
Posts: 1,598
Online tools!

Everyone all together now say it all at once...

ONLINE TOOLS!

I can't hear you!

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5 months ago  ::  Jan 17, 2013 - 7:28AM #4
GilbertMDH
Date Joined: Nov 21, 2009
Posts: 399
1. This was my interpretation as well.

2. I am not sure how I feel about this. If parry is supposed to be a defining class feature of the fighter, it seems odd that a significant portion of fighters will ignore or rarely use it. I understand what Rodney is syaing about the trade-offs between melee and ranged, and obviously not every character is going to get equal use of every class feature, but this still does not sit right.

3. I assumed the answer was this, but it is nice to see it in writing.
My thoughts on Armor

My thoughts on Fighters

My thoughts on Healing
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5 months ago  ::  Jan 17, 2013 - 7:33AM #5
Chris24601
Date Joined: Jul 17, 2003
Posts: 545

Jan 17, 2013 -- 7:11AM, wrecan wrote:

Survey for 4e'rs?
There's no need. The online tools 
Tell us everything. 




Seeing as how everyone I know has stuck with pre-Essentials and old copies of the offline character/monster builder or building characters by hand (GASP! THE HORROR!!!) I highly doubt that the online tools give them anything close to an accurate picture of what the majority of 4E fans actually want.

No wonder DDN is getting things so wrong when it comes to appealing to 4E fans (or at least to the 4E fans that I know).

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5 months ago  ::  Jan 17, 2013 - 7:33AM #6
mellored
Date Joined: Jul 8, 2008
Posts: 19,723
Fighters who focus on ranged does not mean fighters are useless in melee. 
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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5 months ago  ::  Jan 17, 2013 - 7:34AM #7
Phobos
Date Joined: Dec 11, 2006
Posts: 1,429
2. I'm not sure this bothers me at all. If someone moves into melee range, it is still usable, but I do not see too many people using a bow, crossbow or sling as a tool with which to parry.
Browncoats Unite...
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5 months ago  ::  Jan 17, 2013 - 7:47AM #8
Rils
Date Joined: Sep 3, 2008
Posts: 571
Re: parry, I see the point of increased personal risk (being in melee) = increased personal reward (getting to use Parry).  That makes sense, and I'm ok with that.  It's about risk mitigation.  In melee, Parry mitigates your risk.  Using ranged weapons, the risk mitigation is that you aren't in the front lines.  In both scenarios you have chosen your preferred way to decrease the damage you take.

However, the other side of the coin is that by choosing a particular playstyle, you also don't get to make full use of your class features.  That doesn't feel right to me.  I'd like to see an either-or option, perhaps, maybe like the 4e Ranger - if you use melee weapons, you get the Parry feature, OR, if you use ranged weapons, you get the Point-Blank Shot feature (just for the sake of example).  Something like that.  You choose which when you create your character, and it defines your build.
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5 months ago  ::  Jan 17, 2013 - 7:48AM #9
TheOneWhoCallCrow
Date Joined: May 14, 2010
Posts: 1,696

Jan 17, 2013 -- 7:33AM, mellored wrote:

Fighters who focus on ranged does not mean fighters are useless in melee. 




Correct. The range fighter encourage the enemy to engage him into melee. :P

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5 months ago  ::  Jan 17, 2013 - 8:30AM #10
Mithrus
Date Joined: Jan 29, 2005
Posts: 3,246

Jan 17, 2013 -- 7:33AM, Chris24601 wrote:

Jan 17, 2013 -- 7:11AM, wrecan wrote:

Survey for 4e'rs?
There's no need. The online tools 
Tell us everything. 




Seeing as how everyone I know has stuck with pre-Essentials and old copies of the offline character/monster builder or building characters by hand (GASP! THE HORROR!!!) I highly doubt that the online tools give them anything close to an accurate picture of what the majority of 4E fans actually want.

No wonder DDN is getting things so wrong when it comes to appealing to 4E fans (or at least to the 4E fans that I know).


Yeah, I'm not remotely confident WotC can get good data from just the online CB. They really need to have a survey for PPs.

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