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4 months ago ::
Feb 01, 2013 - 1:34PM
#11
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Date Joined:
Jan 29, 2005
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Well i'm still all for a martialspell damage dice blaster class with their own manuversmetamagic.
But this is how you'd do the cleric.
That is effectively reflavoring the fighter as an at-will caster. Not a bad idea, even for basic, since it would show a creative way to reflavor a class.
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4 months ago ::
Feb 01, 2013 - 1:55PM
#12
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Well i'm still all for a martialspell damage dice blaster class with their own manuversmetamagic.
But this is how you'd do the cleric.
That is effectively reflavoring the fighter as an at-will caster. Not a bad idea, even for basic, since it would show a creative way to reflavor a class.
Yes, except it will have stuff like changing damage types, and doing area damage.
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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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4 months ago ::
Feb 01, 2013 - 2:09PM
#13
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Date Joined:
Jun 24, 2005
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Works as long as the DM can add and remove else you end up with rope trick abuses and op spell combos.
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4 months ago ::
Feb 01, 2013 - 2:21PM
#14
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Date Joined:
Jun 24, 2005
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Well i'm still all for a martialspell damage dice blaster class with their own manuversmetamagic.
But this is how you'd do the cleric.
That is effectively reflavoring the fighter as an at-will caster. Not a bad idea, even for basic, since it would show a creative way to reflavor a class.
those crossouts are pointless
Yet I still would love to see such a tradition. I would love to see a real 100% atwill tradition in the style of the wild mage that wields magic on the D20.
The current mage is an atwill caster with ray of frost and shocking grasp as their sword and bow yet few complain on how that offsets the ftr.
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4 months ago ::
Feb 02, 2013 - 6:04PM
#15
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So I've read bits of the most recent playtest packets and I've been keeping up with the legends and lore column. I find it interesting how Mearls wants a basic, standard and advanced version of the game. I really like this idea but I think a major change they should make in the basic game is simplifying spell descriptions.
Take the Earthquake spell for example, that spell has tons of rules in it for various situations. I find really long spell descriptions to be a pain to look up during the game. I think that when designing the basic rule set the designs should take a look at how the rules cyclopedia handled spells (which I'm sure they've already done to some extent). The earthquake spell in that version of the game was short and to the point.
I don't really care if the spells are more complex in the standard game or the advanced game because I'm sure some players and DMs would prefer the extra rules. I tend to be a less is more type of DM when it comes to rules in the game and I don't really want the rules to be super air-tight and try and list every situation.
Does anyone have any other ideas on what WoTC should do to make the basic game more accessible and simple? I would also be interested to see if they could try adding race as class as a rules module in the future.
This is a very laudable goal.
Personally I think that the Basic game should be built with a limited number of spells, especially given that every spell is a separate subsystem often totally unique.
Preselection of spells is a good step, IF it happens in Basic, but a limited "Basic Spell List" would also be a good thing.
Ideally I'd like to see a caster (similar to a Warlock) with an even more simple mechanic than (the relatively complex) Vancian casting system with Wizard spells.
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4 months ago ::
Feb 02, 2013 - 6:09PM
#16
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Date Joined:
Aug 19, 2008
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Actually, I would be okay with all spells in general just not being that complicated, but I know I'm in the minority on that one.
No, WotC has decided that they absolutly NEED their 150 pages of spells in the back of the book or they won't be able to entice their not-even-trying-to-conceal-it target audience. The game must be "simple" and "basic" only to the point where it does not effect the complex and space-wasting caster classes.
Dear gods yes, I need my 150 pages of spells in the PHB and if they could find room to expand it to 250 pages I would be even happier.
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4 months ago ::
Feb 02, 2013 - 7:49PM
#17
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Actually, I would be okay with all spells in general just not being that complicated, but I know I'm in the minority on that one.
No, WotC has decided that they absolutly NEED their 150 pages of spells in the back of the book or they won't be able to entice their not-even-trying-to-conceal-it target audience. The game must be "simple" and "basic" only to the point where it does not effect the complex and space-wasting caster classes.
Dear gods yes, I need my 150 pages of spells in the PHB and if they could find room to expand it to 250 pages I would be even happier.
Sure.
And I even disagree that this is a bad thing (as long as one character doesn't have access to all of them at once).
But it IS a bad thing if the supposedly Basic Arcane class has to select spells from that giant list.
I'd prefer an ACTUALLY Basic class built with class abilities rather than spells.
After all, it's supposed to be the easy introduction...
So where is the "Harry Potter" class, for all those kids who aren't ready for a (complex and resource management heavy) Vancian Wizard but are EXACTLY the market WotC need to capture to make Next a success?
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4 months ago ::
Feb 03, 2013 - 12:39AM
#18
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Date Joined:
May 27, 2012
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So where is the "Harry Potter" class, for all those kids who aren't ready for a (complex and resource management heavy) Vancian Wizard but are EXACTLY the market WotC need to capture to make Next a success?
I dunno what Harry Potter you've been reading, but the kids I've read about were constantly casting obscure charms - like a discrete spell that causes a glowing bat to fly around at random, or one that causes severe leg cramps - with no real limit on how many they could learn, and they'd always have to worry about casting fatigue and conserving energy so they wouldn't be caught defenseless.
In many ways, a long spell list on a spontaneous caster with round-per-round-regenerating or encounter-based Fatigue Points is much, much more difficult to play than a mere Vancian caster who only needs to prepare spells once per day and expends them wholesale.
The metagame is not the game.
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4 months ago ::
Feb 03, 2013 - 1:20AM
#19
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I guess it goes to the difference in how people read things.
Personally?
I see a 3.X Warlock when I read HP.
But that's me.
I do also see the Warlock as our best bet for a SIMPLE Arcane caster.
Because I can hear the lie in "Vancian Wizards ARE simple" because of YEARS of "Fighters HAVE TO BE simple because Wizards are so complex" arguments.
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4 months ago ::
Feb 03, 2013 - 7:57AM
#20
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Date Joined:
Jun 22, 2008
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Simplify. Simplify. Simplify. There is no need for lesser and greater versions of each spell. One spell that scales by level of the slot or the spellcaster or both. No reason for spells which change one aspect across levels. Spells need to be combined for efficiency. When spellcasters require looking up spells and absorbing playtime, this needs to be fixed. This happens in every game I play. I should ban spellcasters from certain individuals but that will never happen. Maybe a timing mechanism but that would take the fun out of it.
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