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4 months ago ::
Jan 24, 2013 - 2:19AM
#1
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Date Joined:
Jun 22, 2007
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This week Rodney answers questions about weapon dice, what's going on with the sorcerer and warlock, and where to draw the line between what a feat can grant and what a person can accomplish with roleplay at the table.
Trevor Kidd Community Manager
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4 months ago ::
Jan 24, 2013 - 2:55AM
#2
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Date Joined:
Jan 24, 2013
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Will lower damage weapons have more maneuver options than weapons like greataxes and greatswords?
One of the things we’re hoping to accomplish with an upcoming iteration of the rules is to make fighting with two weapons, fighting with a single two-handed weapon, or fighting with sword-and-shield relatively equivalent options across most of the game, with simple reasons to choose each option. For example, we might say that the main reason to wield two one-handed weapons is to be able to attack multiple, weaker foes, while the main reason to wield a two-handed weapon is to get better critical hits, while wielding a one-handed weapon and a shield allows you to increase your defensive ability while sacrificing some offense. Ideally, this means that maneuvers work with any weapon you want to use, so if you want to trip people you don’t have to worry about what kind of weapon you are wielding. Plus, we know that weapon choice is also an aesthetic choice, which is one of the reasons we’re aiming to make all three of those major options something that works right out of the gate with no need for feat buy-ins to get up to competency.
Yes, but we aren't seeing any of that. What we are seeing is horrible mechanics that show the developers don't know how to do basic probability math, and that they use their one off play testing anecdotal evidence as if it means anything of value. I mean "Well we did this one time and it 'felt' fun, so it must be good right.". Yeah, one time in college I went to a restaurant while drunk and the food tasted awesome. I went back several times later when I wasn't drunk, and the food was aweful, very salty and tasted burned most of the time. Please go back and do real testing to make sure these things work. Other posters on this forum have pointed out quite clearly where you guys are horrible at math, take their advice and run the numbers. Some quick suggestions for balancing the different fighting styles: Two-Handed weapons deal slightly more damage (1d10 instead of 1d8, maybe brutal 1 or 2 or something like that). Get +0 to attack for being proficient. Require Strength of 12+. One handed weapons deal lower damage (1d4-1d8). Get a +3 to +5 to attack for being proficient. Require Dexterity of 12+ in order to dual wield. Shield grants +3 to AC (someone else did the math in another thread and +1 means the two-handed weapons are a better defense option because they cut the battle time in half). Will the sorcerer and warlock from an earlier playtest packet return at some point?
Yes. We haven’t forgotten about those classes at all, and continue to work on them even now, though (as Mike has mentioned before in Legends & Lore) it’s likely that the sorcerer design you saw before will become its own, new class focused more on being the “warrior mage” archetype, as opposed to trying to reskin the sorcerer to fit that archetype.
In other words, sure they'll be in there but we have no idea what we are going to do. Where is the line between providing character building options like feats and the mentality that grows around those options of "if I don't have this feat or skill, I can't perform this action?" In other words, should a character without the chandelier swing feat be able to swing from a chandelier and how can the rules express that?
As we continue to iterate on feats, one of the design guidelines we use for feats addresses this very issue. In general, we want feats to either give you access to something that should be behind a buy-in gateway—for example, getting a familiar or being able to cast some minor healing spells are both examples of things we don’t expect you to be able to improvise—or to allow you to break the rules in some way. Normally you have to choose between the hustle and attack actions, but the Charge feat lets you break the rules and do both.
This is the first piece of good news I've heard in a while, now lets see if they can actually pull it off.
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4 months ago ::
Jan 24, 2013 - 4:24AM
#3
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Date Joined:
Oct 17, 2007
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Normally you have to choose between the hustle and attack actions, but the Charge feat lets you break the rules and do both.
And that's pretty much the definition of feat tax.
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4 months ago ::
Jan 24, 2013 - 4:34AM
#4
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Date Joined:
Apr 10, 2006
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Normally you have to choose between the hustle and attack actions, but the Charge feat lets you break the rules and do both.
And that's pretty much the definition of feat tax.
Ok now I am confused? Everyone can do X, everyone can do Y, if you take this feat you can do BOTH x and y. How is that a tax
Before posting, ask yourself WWWS: What Would Wrecan Say?
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4 months ago ::
Jan 24, 2013 - 4:40AM
#5
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Date Joined:
Jun 22, 2010
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They will have to define the action space for characters based on skills, martial ability, spells, and improvised actions. This will need further refinement in reference to what everyone may do, versus a specific class, and what a feat may add to that mix that can not be gained by multi-classing. The trick is to not to dilute what everyone can do, so a caster can do physical based maneuvers on equal grounds with a martial character. On the opposite end, feats or mulit-classing must be developed so you can not easily take class niche abilties without the appropriate level, ability, or class feature.
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4 months ago ::
Jan 24, 2013 - 4:41AM
#6
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Date Joined:
Oct 17, 2007
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Normally you have to choose between the hustle and attack actions, but the Charge feat lets you break the rules and do both.
And that's pretty much the definition of feat tax.
Ok now I am confused? Everyone can do X, everyone can do Y, if you take this feat you can do BOTH x and y. How is that a tax
Because it lets you do both with a single action. It's so good it becomes almost mandatory for a melee class.
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4 months ago ::
Jan 24, 2013 - 5:11AM
#7
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Date Joined:
Aug 22, 2007
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Q1)
So the Core 3 fighting styles are: Two handed weapon Weapon and Shield Two weapons
Therefore they have to make shields and second weapons stronger. A lot stronger.
Q2) Warlocks Yay! Warrior-Mages Yay!
Q3)
The key to this is defining what requires special class/maneuver/feat/skill/trick training and what doesn't.
Then put the "everyone can do it" stuff in the standard rules.
Orzel, Halfelven son of Zel, Mystic Ranger, Bane to Dragons, Death to Undeath, Killer of Abyssals, King of the Wilds.
Constitution Based Class for Next!
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4 months ago ::
Jan 24, 2013 - 5:19AM
#8
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Will lower damage weapons have more maneuver options than weapons like greataxes and greatswords?
One of the things we’re hoping to accomplish with an upcoming iteration of the rules is to make fighting with two weapons, fighting with a single two-handed weapon, or fighting with sword-and-shield relatively equivalent options across most of the game, with simple reasons to choose each option. For example, we might say that the main reason to wield two one-handed weapons is to be able to attack multiple, weaker foes, while the main reason to wield a two-handed weapon is to get better critical hits, while wielding a one-handed weapon and a shield allows you to increase your defensive ability while sacrificing some offense. Ideally, this means that maneuvers work with any weapon you want to use, so if you want to trip people you don’t have to worry about what kind of weapon you are wielding. Plus, we know that weapon choice is also an aesthetic choice, which is one of the reasons we’re aiming to make all three of those major options something that works right out of the gate with no need for feat buy-ins to get up to competency.
Yes, but we aren't seeing any of that. What we are seeing is horrible mechanics that show the developers don't know how to do basic probability math, and that they use their one off play testing anecdotal evidence as if it means anything of value. I mean "Well we did this one time and it 'felt' fun, so it must be good right.". Yeah, one time in college I went to a restaurant while drunk and the food tasted awesome. I went back several times later when I wasn't drunk, and the food was aweful, very salty and tasted burned most of the time. Please go back and do real testing to make sure these things work. Other posters on this forum have pointed out quite clearly where you guys are horrible at math, take their advice and run the numbers. Some quick suggestions for balancing the different fighting styles: Two-Handed weapons deal slightly more damage (1d10 instead of 1d8, maybe brutal 1 or 2 or something like that). Get +0 to attack for being proficient. Require Strength of 12+. One handed weapons deal lower damage (1d4-1d8). Get a +3 to +5 to attack for being proficient. Require Dexterity of 12+ in order to dual wield. Shield grants +3 to AC (someone else did the math in another thread and +1 means the two-handed weapons are a better defense option because they cut the battle time in half). Will the sorcerer and warlock from an earlier playtest packet return at some point?
Yes. We haven’t forgotten about those classes at all, and continue to work on them even now, though (as Mike has mentioned before in Legends & Lore) it’s likely that the sorcerer design you saw before will become its own, new class focused more on being the “warrior mage” archetype, as opposed to trying to reskin the sorcerer to fit that archetype.
In other words, sure they'll be in there but we have no idea what we are going to do.
Holy jumping to stupid conlcusions that fit your bias Batman!
My two copper.
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4 months ago ::
Jan 24, 2013 - 5:23AM
#9
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Date Joined:
Dec 11, 2006
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patiently waiting for the haiku...
Browncoats Unite...
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4 months ago ::
Jan 24, 2013 - 5:29AM
#10
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Date Joined:
Aug 31, 2007
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1. Sounds ok, hopefully it is actually balanced. 2. That just repeats what we heard before. It doesn't even provide a bread crumb of what they are doing with sorcerrer or when we will see them again. 3. Sounds about right, but some options for Charge should be a basic option. Charge with a penalty to hit as a universal option and charge with no penalty or a bonus as a feat would be better.
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