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Old 6th January 2009, 03:49 AM   #61 (permalink)
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More Aberrant Vestiges please or Cthulhu will come and devour you sanity


My sanity won't make much of a meal.

FYI, I'm open to suggestions from all readers for more Aberrant Vestiges. You don't even have to write them up mechanically... just throw out ideas!
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Old 6th January 2009, 05:53 AM   #62 (permalink)
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I would start by looking at powers that aberrants have and begin there
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Old 6th January 2009, 07:22 AM   #63 (permalink)
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WanderingMystic Goblin Sharpshooter (Lvl 2)
If you have FRPG then I have an idea to run by you that I am contemplating for my game and your class. Instead of letting them use Esoteric Knowledge to pick a power from any class which doesn't use the Martial power type to instead have them chose from Spellscared powers. This means that all of the abilities will be arcane, but will keep flavor decidedly different from any "known" ability representing the fact that the powers they have unearthed are rare and sometimes flawed forgotten bit of magic that most other have never even heard of. This is not something that I am suggesting that you implement yourself more asking how you think it might fit with the feel of the class and if would hinder thier power.
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Old 6th January 2009, 02:45 PM   #64 (permalink)
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If you have FRPG then I have an idea to run by you that I am contemplating for my game and your class. Instead of letting them use Esoteric Knowledge to pick a power from any class which doesn't use the Martial power type to instead have them chose from Spellscared powers. This means that all of the abilities will be arcane, but will keep flavor decidedly different from any "known" ability representing the fact that the powers they have unearthed are rare and sometimes flawed forgotten bit of magic that most other have never even heard of. This is not something that I am suggesting that you implement yourself more asking how you think it might fit with the feel of the class and if would hinder thier power.
I think that's perfectly legit, although it would give them a much smaller pool of powers to choose from. Since the Spellscared powers have a distinctive flavor (IMO), you might also want to give a explanation for why historians are gaining this "flavor" of power in your campaign (as opposed to sweetness-and-light powers, for example)... maybe associate these powers with aberrant lore, since the historian already deals with those creatures? Just a thought.

I share the same concern of wanting the esoteric knowledge abilities to feel different from the powers of "present-day" classes. In my game, I accomplish that by (a) asking the player to reflavor any powers they choose from other classes to make them feel "ancient." and (b) offering to work with the player to create a totally new power of the appropriate level... obviously, I don't have a problem with home-brew material!
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Old 7th January 2009, 05:37 AM   #65 (permalink)
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I think that's perfectly legit, although it would give them a much smaller pool of powers to choose from. Since the Spellscared powers have a distinctive flavor (IMO), you might also want to give a explanation for why historians are gaining this "flavor" of power in your campaign (as opposed to sweetness-and-light powers, for example)... maybe associate these powers with aberrant lore, since the historian already deals with those creatures? Just a thought.
Well I was originally planing on introducing Spellscared powers as mutations from dealing with extreme or unstable mystical energy. I picture this being ideal for the Historian, by constantly exposing themselves to lost artifacts and hobbling together bits and pieces of forgotten lore they can learn to tap into this energy
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Old 10th January 2009, 05:47 AM   #66 (permalink)
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Makes perfect sense, and it sounds like something that would work well in an aberrant-heavy game with lots of warped supernatural forces. :-)
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Old 6th February 2009, 04:52 AM   #67 (permalink)
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I'm intrigued
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Old 8th February 2009, 01:12 PM   #68 (permalink)
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I love when people post homebrewed classes, but I've learned my lesson in using them before they've had at least a single major update. I'm glad to see you updated this class, and I'm giving it a good look over right now. I haven't read any farther than the first few At-Wills, but I have three questions about class features and the "Improvised" keyword that I'd like answered please!

Question 1: When retraining a power gained from another class through the Historian class feature Esoteric Knowledge, does the new "retrained" power have to be equal to the level (or lower) of the old "original" power? Example: A Historian gains an Encounter Attack power from another power source at 4th level. When she reaches 7th level, she decides to retrain her 4th level Encounter Attack power for a new one. Does the new power still have to be 4th level or lower, or can she choose one of 7th level or lower?

Question 2: In one encounter, can a Historian make Practical Knowledge checks for different monsters, and retain bonuses against all monsters he made a check for? Example: A Historian is fighting a Kobold Skirmisher and a Kobold Slinger. In the first round, he makes a check against the Skirmisher, and in the second, he makes one against the Slinger (alternately, he could've used 2 minor actions in first round, it doesn't change anything for this example). Does he retain bonuses against both monsters for the rest of the encounter, or just against the newest "checked" monster (in this case, the Slinger)?

If not, I'm puzzled over how this would work fluff-wise. If a Historian were to remember something about creature 1, and then something a few moments later about creature 2, why would he "forget" what weaknesses he can exploit about creature 1?

Question 3: The new keyword Improvised states: If you deal damage with an attack that has this keyword, the target’s next turn is treated as a limited action surprise round. This “surprise” does not cause your target to grant combat advantage.

The Suprise round rules on page 267 of the PH state:

(1)Limited Action: If you get to act in the surprise round, you can take a standard action, a move action, or a minor action (see “Action Types”). You can also take free actions, but you can’t spend action points. After every nonsurprised combatant has acted, the surprise round ends, and you can act normally in subsequent rounds.

(2) Surprised: If you’re surprised, you can’t take any actions (not even free actions, immediate actions, or opportunity actions), and you grant combat advantage to all attackers. As soon as the surprise round ends, you are no longer surprised.

When you say the target's next turn is treated as a "limited action surprise round", does that mean that target's next turn is as normal, but follow (1)'s rules? Or, does it mean it follows both (1) and (2), MINUS the part in (2) that says they grant CA (therefore, they are limited in actions and Surprised)?

I see where you are trying to go with this, but I think the suprise round mechanic probably shouldn't be taken out of it's context (the real suprise round), if only simply for clarity. I was thinking at first you could use the Dazed condition, but that seems a bit overpowered.
Maybe Improvised could read as (1) above does, with this change: If you deal damage with an attack that has this keyword, the target may only take a single Standard, Move, or Minor action on it's next turn. The target may still take Free, Opportunity, and Immediate actions.

I'm not sure how this works balance wise, but it gets rid of the suprise round link and still retains the mechanics.

I just had an idea, that, although weaker (maybe) than the above, adds some interesting tactics to Improvised. What do you think of: If you deal damage with an attack that has this keyword, the target is unable to take Opportunity or Immediate actions until the end of it's next turn.
I have no idea if that would be better or worse power-wise, but it would make initiative more important for the Historian, and would add to it's defender/controller aspects. (BTW, having a No-Role class was an excellent idea, kudos on giving it a shot!)
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Old 8th February 2009, 04:05 PM   #69 (permalink)
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I've been looking through the Historian's powers, and I have all kinds of questions. I'll continue looking, and try to split these up into different posts so they aren't so large.

I noticed that A) all of your encounter power levels have an attack specialized for the 4 paths of the Historian, B) all of your utility levels have At-Will, Encounter, and Daily powers, and that C) all of your daily powers either have a miss function or the Reliable keyword. Super ****ing bravo man, I can't explain how important these things are to me. First off, having specialized encounter powers AND all around powers all the way to 27 really makes your choice important, and really helps make your Historian unique in feel, and lowers pigeon-holing to boot. Secondly, just having the option to take any kind of utility power makes a big difference to me. No classes (I think) have At-Will utilities all the way to 22 (which may be a balance thing, I'll check that out later). Lastly, the "Wiff" factor of 4E really rears it's ugly mug when using dailys. My players get <i>super bummed</i> when they waste their dailys, and I imagine you've seen it happen too. Which, unfortunately, brings up a balance issue.

IMO, the majority of the daily powers for all the classes should do something on a miss, contain the Reliable keyword, or do something similar, but they don't. I'm not gonna go look through all of them, but I imagine a good chunk of dailys for the core classes don't have any of the three. Which, sadly, makes the Historian look overpowered in this regard (on paper). I'm not one to constantly shout at "OMGZ BROKEN NERF PLZ" whenever I can; I'm usually hesitant to call something on it's power, so please consider this carefully. I'm not asking you to change it, but just to be aware that it's there, and that in play, this might make all the other classes jealous.

I've noticed that something like 4-5 of your powers (mostly in earlier levels) give a bonus to the Historians attacks, e.g. Dex +2 vs Ref. I assume you know this, talented as you are, but 4th edition is not keen on handing out untyped bonuses to attack rolls. I looked (more like skimmed) at all the powers (specifically the attack line for each power) of the Rogue, Ranger, Warlord, Fighter, and Wizard. Unless I missed one or two, it didn't look like the Warlord, Rogue, or Wizard got any bonuses to attack for any of their powers. The fighter and ranger got a handful, but the bonus was obviously a direct part of the power (like an accurate power that gives up damage), and not used to balance it against other powers (which is what I'm assuming <i>some</i> of these bonuses you give are for). I don't want to tell you to get rid of them, but you might look back over them and compare them (I assume you did this when you made them) to some powers from other classes that are similar.

Alright, on with the specific questions. I've gotten up to lvl 5 Dailys so far. Good Luck! :P

1: Compare the Historian At-Will "Quit While You're Ahead" (Shifting 1+Dex after the attack) to the Rogue At-Will "Deft Strike" (move 2 squares before the attack) and the Ranger At-Will "Nimble Strike" (Shift 1 before or after the attack). I see you tried to balance the power with the requirement "You must have either combat advantage or Practical Knowledge on the target" and that it only does Int damage, but the idea of being able to shift 5 squares (assuming 18 dex) and attack as a standard action seems a bit too powerful to me. I think... I'd be fine with just dropping it down to Dex mod, instead of 1+dex mod. Maybe.

2: For the Daily Attack 1 "Cut and Run" it says you may move a number of squares equal to your speed +2 "without incurring a penalty to attack rolls or granting combat advantage". What do you mean by that? It sounds like they get to take a fake "run" action without the penalties or granting CA, but they still draw OA's. Is that what you were going for?

3: For the Daily Attack 1 "Flying Tackle" (awesome, btw), does the historian get to choose what square adjacent to his target he lands prone in after the tackle? I assume the secondary basic attack is made after the historian has landed prone (and therefore at a -2 penalty)?

4: For the Daily Attack 1 "Hail of Objects", you might just want to say under miss "miss: Half Damage, and this power does not have the Improvised keyword". This suggestion goes for any other powers that have this same miss feature that I have yet to read.

5: For the Daily Attack 1 "Lead Them On", why did you choose to include a (save ends) for the Mark condition? (I've read some higher level powers since I wrote this question, and saw you did it a few more times, but the questions still there; why?) Also, if the Historian is completely surrounded (for example, 8 med. sized enemies adjacent to a med. sized historian), consider the following.

Under "Moving Through Occupied Squares" on page 283 of the PH, it says this:
Enemy: You normally can’t move through an enemy’s space unless that enemy is helpless or two size categories larger or smaller than you. Moving into a nonhelpless enemy’s space provokes an opportunity attack from that enemy, because you left a square adjacent to the enemy. (Some powers let you move through an enemy’s square without provoking an opportunity attack.)

I interpret that as saying you can't ever move through a nonhelpless enemy's space unless they are two size categories larger than you, or you have a power that allows you to move through enemy's squares. Therefore, by (what I think are) your RAW, the historian could not use the granted shift of this power if they were surrounded. Is this what you intended? If not, would it be unreasonable to allow the historian to shift through one of his enemies squares (maybe just if surrounded, but that might make the power too messy)?

6: The Utility 2 "Its Own Worst Enemy" seems, on paper, a bit overpowered. The Historian gets a "get out of bleeding free" card, AND the monster gets hit (if the hit is a crit, ouch). I'm glad you said "takes damage as if the attack had hit it" instead "is hit with the attack", because that would assuredly be overpowered. Anyways, I'm not sure how to change this without breaking it. Maybe instead of it hitting itself, it could grant CA (I like this) or get hit with a condition?

7: The Encounter Attack 3 "Quick Save" is a sweet ability. Totally heroic, swarthy-like in my mind. With the pulling of your ally, I assume the ally moves through the exact same squares you enter (and then leave), until you end your movement? What if you one of you are large size?

8: On the Daily Attack 5 "One-Two Punch", you have listed under the secondary attack "Miss: No damage". I don't think this line is necessary as if the secondary hits, all it does is damage (no effects/conditions/etc). This change would make it look more like the Daily attack 9 "If At First You Don't Succeed".

9: For the Daily 5 "Stick Like Glue", the wording on the movement sounds a little wonky. How does this sound?:
Until the end of the encounter, your first 2 squares of movement and/or your first square of shifting are not counted towards your normal movement limit if they bring you closer to the target.

Thanks a million for reading these, I want to tell you again how awesome a job you did on this class. Keep up the good work! I'll have more questions in a bit.
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Old 9th February 2009, 06:07 AM   #70 (permalink)
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To my knowledge, "stance" and "daily" are supposed to go hand-in-hand. We're certainly not talking Blade Cascade levels of brokenness here, but your Encounter stances don't seem right. No class really has any "always-on" powers beyond what's given to them by their class, paragon path, or epic destiny.

Fighters and barbarians have some really powerful stances and rages that create an "always-on" effect, but they are daily powers and thus the effect only persists for one encounter. If I select the right utility powers as a Historian, by spending three minor actions in the first round or two of combat, I can ensure that I spend EVERY fight:
immune to flanking
immune to fear effects
forcing enemies to spend twice as much movement to reach my position. I can shift away from them, but they can't shift (normally) if it would put them adjacent to me.

The historian already has a large number of class powers and plenty of class feats with additional always-on effects. I recommend that you change powers which are currently Encounter (stance) powers. Depending on original intent, either make them a more powerful Daily stance or Encounter ability that's not a stance - probably part of another action, or a minor or immediate action.
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Old 9th February 2009, 07:27 AM   #71 (permalink)
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I like the class a lot. This will be an interesting class to play with. That said, I don't think that this class should be considered complete. I would say that this has moved into the beta stage. You have a good start, it isn't falling apart, but it needs to be refined.

One balance issue that I see is that there are a large number of powers that are attacks against non-AC defenses, and have th weapon keyword. That effectively means that they are about +2-3 verses other powers. This is huge. Other classes gain a few weapon attacks cs non-AC defenses, but they are rare. The same should be true of this class.

I really like the concept, but there are several 4e conventions that are not observed. The fact observed above that you have encounter stances is not well balanced.

A few things about balancing powers.

Weapon attacks are vs AC, except for rare exceptions
Save end powers are only for dailies
Stance is only for dailies
Reliable is only for dailies
Powers do not gain any untyped bonuses except ofr rare exceptions, and these powers always give up significant damage to do so. This one is a convention that I think stinks. Bonuses should be rare, but they should be better than a melee basic attack. WotC doesn't observe this, and has created some stinker powers because of it.

The last thing I would say is that the class should always be able to fill a consistent role, even if there is bleed over into other roles. A class that doesn't have a dominant role is most likely either doomed to be the 3e bard or the 3e CoDzilla or Wizard. Any of these cases is bad. Pick a role, build the class to fill that role, and then allow bleed over into the rest if you want.
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Old 9th February 2009, 04:36 PM   #72 (permalink)
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Wow... This is quite a wave of responses! Thanks to all of you for taking the time to post!

I'm going to do my best to answer your questions about the current version of the Historian but, as I do, I want you to be aware that there is a MAJOR revision in the works. Many of the questions won't be applicable in the next version, but I'm answering them in the interest of helping you get the most out of the version you have right now.

I also want to let you know that there is a possibility that the upcoming revision will be released as a real product. More on that later though.

And now to your questions! Remember... these answers are in the context of the current version of the class.


Quote:
Originally Posted by King-Panda View Post
Question 1: When retraining a power gained from another class through the Historian class feature Esoteric Knowledge, does the new "retrained" power have to be equal to the level (or lower) of the old "original" power? Example: A Historian gains an Encounter Attack power from another power source at 4th level. When she reaches 7th level, she decides to retrain her 4th level Encounter Attack power for a new one. Does the new power still have to be 4th level or lower, or can she choose one of 7th level or lower?
Esoteric Knowledge is modeled after power-swap feats. As with power-swap feats, the power gained through retraining can increase in level over time. In your example, the retrained power can be 7th-level or lower.

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Originally Posted by King-Panda View Post
Question 2: In one encounter, can a Historian make Practical Knowledge checks for different monsters, and retain bonuses against all monsters he made a check for? Example: A Historian is fighting a Kobold Skirmisher and a Kobold Slinger. In the first round, he makes a check against the Skirmisher, and in the second, he makes one against the Slinger (alternately, he could've used 2 minor actions in first round, it doesn't change anything for this example). Does he retain bonuses against both monsters for the rest of the encounter, or just against the newest "checked" monster (in this case, the Slinger)?
The benefits of the check are lost when you make a subsequent check.

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Originally Posted by King-Panda View Post
If not, I'm puzzled over how this would work fluff-wise. If a Historian were to remember something about creature 1, and then something a few moments later about creature 2, why would he "forget" what weaknesses he can exploit about creature 1?


It isn't that he forgets what he knows... It's a combination of:
  • The combat giving him the opportunity (or not) to take advantage of what he knows, and
  • His ability to focus on coming up with useful tips is limited while ducking sword-swipes, etc.
I should mention that I don't think of Practical Knowledge as exploiting the same weakness of the creature over-and-over. Rather, it reflects the Historians general knowledge of the creatures behavior and physiology.

(This is a common issue with knowledge-based abilities. It's necessary for them to have limits for balance purposes, but then you have to rationalize why a character seems to "know" something one moment and then "not know" it the next.)


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Originally Posted by King-Panda View Post
Question 3: ... When you say the target's next turn is treated as a "limited action surprise round", does that mean that target's next turn is as normal, but follow (1)'s rules? Or, does it mean it follows both (1) and (2), MINUS the part in (2) that says they grant CA (therefore, they are limited in actions and Surprised)?

...

Maybe Improvised could read as (1) above does, with this change: If you deal damage with an attack that has this keyword, the target may only take a single Standard, Move, or Minor action on it's next turn. The target may still take Free, Opportunity, and Immediate actions.
Your rewording is correct -- that is intention of the keyword.

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Originally Posted by King-Panda View Post
I just had an idea, that, although weaker (maybe) than the above, adds some interesting tactics to Improvised. What do you think of: If you deal damage with an attack that has this keyword, the target is unable to take Opportunity or Immediate actions until the end of it's next turn.
Hmm... neat idea! I'll put some thought into that. Thanks!

Quote:
Originally Posted by King-Panda View Post
I noticed that A) all of your encounter power levels have an attack specialized for the 4 paths of the Historian, B) all of your utility levels have At-Will, Encounter, and Daily powers, and that C) all of your daily powers either have a miss function or the Reliable keyword. Super ****ing bravo man, I can't explain how important these things are to me.
Thanks!

Quote:
Originally Posted by King-Panda View Post
IMO, the majority of the daily powers for all the classes should do something on a miss, contain the Reliable keyword, or do something similar, but they don't. I'm not gonna go look through all of them, but I imagine a good chunk of dailys for the core classes don't have any of the three. Which, sadly, makes the Historian look overpowered in this regard (on paper).
Another hmm... as far as I can see, all the dailies for the core classes have a miss effect, the Reliable keyword, or have an "Effect:" item (which takes place whether or not the attack hits). Are you thinking of any in particular that don't have one of these?

Quote:
Originally Posted by King-Panda View Post
2: For the Daily Attack 1 "Cut and Run" it says you may move a number of squares equal to your speed +2 "without incurring a penalty to attack rolls or granting combat advantage". What do you mean by that? It sounds like they get to take a fake "run" action without the penalties or granting CA, but they still draw OA's. Is that what you were going for?
Yes; I'm not happy with the wording, but your understanding of the power is correct.

Quote:
Originally Posted by King-Panda View Post
3: For the Daily Attack 1 "Flying Tackle" (awesome, btw), does the historian get to choose what square adjacent to his target he lands prone in after the tackle? I assume the secondary basic attack is made after the historian has landed prone (and therefore at a -2 penalty)?
Yes and yes. (I like questions like this! )

Quote:
Originally Posted by King-Panda View Post
5: For the Daily Attack 1 "Lead Them On", why did you choose to include a (save ends) for the Mark condition? (I've read some higher level powers since I wrote this question, and saw you did it a few more times, but the questions still there; why?)
I'm not sure I understand the motivation for your question on this one, but I'll give a shot at answering anyway: In the PH, we see marking used more by defenders than by other classes, but they also tend to use it as a setup for another ability (through Combat Challenge or Divine Challenge).... in other words, the focus is less on the marking itself, and more on what they can do to you because of the mark.

For the Historian, the mark is just a way of giving the creature an incentive to focus on him rather than on an ally. The (save ends) aspect reflects the historians ability to keep the opponents attention for some period of time.

Quote:
Originally Posted by King-Panda View Post
... Therefore, by (what I think are) your RAW, the historian could not use the granted shift of this power if they were surrounded. Is this what you intended?
That's correct... I felt it would be too powerful for a level-1 power to allow the character to shift through a square occupied by an enemy. There are higher-level powers that allow this though.

Quote:
Originally Posted by King-Panda View Post
7: The Encounter Attack 3 "Quick Save" is a sweet ability. Totally heroic, swarthy-like in my mind. With the pulling of your ally, I assume the ally moves through the exact same squares you enter (and then leave), until you end your movement? What if you one of you are large size?
In most cases, following the exact path is probably easiest to run. In my own game, I might be more flexible and run it as if the historian had moved 1 square, then did a 1-square "pull" on the ally, then moved another square, then another "pull", etc.

Size doesn't matter. Seriously, though... this is forced movement, so size doesn't come into it.

Quote:
Originally Posted by dammitbiscuit View Post
To my knowledge, "stance" and "daily" are supposed to go hand-in-hand.
That's certainly the normal case, though it isn't a rule. As far as I know, WotC has published one encounter power that is a stance ("Stance of Chaos", in the Forgotten Realms Player's Guide).

Still, the point is well taken.

Quote:
Originally Posted by PrecociousApprentice View Post
I like the class a lot. This will be an interesting class to play with. That said, I don't think that this class should be considered complete. I would say that this has moved into the beta stage. You have a good start, it isn't falling apart, but it needs to be refined.
How I wish the next revision were ready... Are you signing up to be a playtester?

Quote:
Originally Posted by PrecociousApprentice View Post
Save end powers are only for dailies
As above, the point is well taken, though I do know of one encounter power published by WotC that has a (save ends) feature.

Quote:
Originally Posted by PrecociousApprentice View Post
Reliable is only for dailies
Am I missing something obvious? I'm not aware of the Historian having the Reliable keyword on anything other than dailies.
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Old 9th February 2009, 05:44 PM   #73 (permalink)
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Inlicere - I hope that you take advantage of the feedback; a lot of it seems to be pretty good.

When you say MAJOR revision is in the works--how major do you mean?
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Old 9th February 2009, 08:47 PM   #74 (permalink)
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When you say MAJOR revision is in the works--how major do you mean?
Does anyone else smell something baking in the kitchen?

I'm not sure how to answer your question without going into details that aren't ready yet. However, the forthcoming revision addresses balance issues and conceptual issues to bring the class into alignment with WotC classes. There are changes to class features, powers, paragon paths, feats, and more...

IMO, it also makes the class even more flavorful. But Wait! There's More! As an added bonus, it actually makes the History skill useful (something you might expect from a class called a Historian!).

(For the benefit of our readers... I want to give The Cartographist some credit--or blame--here: It was a discussion with him that brought up the possibility of turning the Historian into a real product.)
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Last edited by Inlicere; 9th February 2009 at 08:54 PM..
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Old 9th February 2009, 09:51 PM   #75 (permalink)
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The Cartographist Goblin Sharpshooter (Lvl 2)
Inlicere - Something that makes the History skill useful?

You know, since our discussions, I have been thinking a lot about a game mechanic for research (historical or otherwise). My example is going to be poor, but try to follow me:

Let's say that there is a door found in a dungeon. The door is, of course, locked. It is made of a strange material, covered with strange symbols and markings, bound by magic and strange mechanical gears, levers, switches, etc. The characters want to open the door. But only people with specific knowledge of how to work its ancient and bizarre mechanisms can do so. The best game mechanic to determine if the characters have the knowledge to open the door is the Knowledge Check. How do you simulate the ancient and bizarre knowledge necessary to open the door? An impossibly high DC--say 75.

How does a character make a successful Knowledge Check against such a high DC? They can't. Unless they have been researching the knowledge to do so for quite some time. How does research work?

Four adventures ago, the party came across an ancient tomb that contained some bit of lore or knowledge. Once a character "studies" (1) the book, he gains a "permanent" (2) +10 bonus to Knowledge checks regarding the topic of the book.

. [(1) I'm not sure exactly how to manage "studying." Maybe it just means devoting X number of hours to reading it. Maybe something else...]

. [(2) "Permanent" is a tough concept as well. Perhaps the character gains a certain bonus, and then the bonus decreases over time as he slowly forgets the knowledge that he learned when reading it.]

Then three adventures ago, the party found a tapestry with a diagram on it that is very similar to the front of the door. They gain a (cumulative) bonus of +5 to Knowledge checks.

Over time, the party picks up pieces of information, in the form of a scrap of cloth, an object, a book, a scroll, etc. As these things come to them, they slowly build up a cumulative bonus to Knowledge Checks regarding a certain topic. At the end of it all, they have learned enough to make a successful roll against a DC 75 check.

Perhaps, the players didn't even know that all of the information that they have been gathering over time was related. Maybe they had no idea until they stumbled across the door in the dungeon when all of the information was necessary. THEN they try to open it, and fail, because they don't quite yet have enough knowledge--so the goal of the next adventure or two is to find that information.

I can see a few problems (or issues to be resolved) with this system:

1. Define "Studying," as above.
2. Define "Permanent," as above.
3. The DM will have to track all of the knowledge that the characters are accumulating, because they might not have enough knowledge to know how it all fits together. The characters might actually be gaining knowledge on five or ten different topics simultaneously--more record keeping for the DM.
4. There might be a difference between "general" and "specific" knowledge. For instance, the characters might have learned general knowledge telling them about who constructed the door in the first place, but that general knowledge might be completely useless to trying to open the door--which would require specific knowledge on the various types of locking mechanisms in use by the builders of the door. How does the difference between the two types of knowledge affect game play and how does the mechanic account for that?

And so on.

I think that we've all seen numerous references to this type of adventuring research in books and movies. I think it was in Return of the King where they show Gandalf looking through the room fulls of scrolls, looking for some information. Anything with Indiana Jones where he makes use of some strange bit of knowledge that he has that no one else in the movie has. Even the TV show Alias where they were always trying to find that next ancient artifact (or find out what it was or why it was important.).

Now, for all I know, this type of mechanic is common in rpgs. While the idea appears original to me, I know that I am not that original. But I've not seen this type of mechanic in DnD. I think the Historian class that Inlicere has developed would fit perfectly into such a campaign.

[Sorry for the apparent thread jacking.]
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Old 10th February 2009, 12:14 PM   #76 (permalink)
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dammitbiscuit Goblin Sharpshooter (Lvl 2)
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Originally Posted by Inlicere View Post
That's certainly the normal case, though it isn't a rule. As far as I know, WotC has published one encounter power that is a stance ("Stance of Chaos", in the Forgotten Realms Player's Guide).

Still, the point is well taken.
Interesting, I'll have to take a look at that.

If I may be conceited enough to believe I have the right to do so:

If I were to choose one of those Encounter stances to axe, I'd axe the Double Movement for Approaching Enemies thing. As a DM I'd be bloody well annoyed if my monsters were never allowed to shift and keep up with a PC that's shifting away. That effect seems potentially good enough to be a daily without any sort of upgrade. I guess I could see it as staying Encounter if it only applied to normal movement, but shifting would still allow the enemies to dodge into close quarters.

Anyway, I hope we're not slowing you down too much with our questions and comments. I really like what I've seen, overall, and look forward to your additional fixes, flavoring, and fleshing out of it. I'm torn - one of my players LOVED the 3.5 archivist, and part of me is highly tempted to pillage abilities from your Historian and glue them onto a Cleric so that said player can live that out. Then again, this class is really cool on its own, and I want to let my players try it. Maybe said fanatical player can be convinced this is the archivist's long-lost twin and he should try it for a change of pace...
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Old 11th February 2009, 01:50 PM   #77 (permalink)
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I could've sworn there was a good chunk of dailys that didn't have a miss line, A Reliable keyword, or an Effect line. Looking through a few classes, I see I'm awefully wrong, so, yeah, scratch that. :P

I'm glad to hear you're doing another rework, and I'm extra glad to see you might get this published. Good for you! Could you give us a loose timeframe as to when the major update will be? Perhaps what month or 2-3 month range it would fall in?
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Old 11th February 2009, 03:49 PM   #78 (permalink)
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Inlicere Goblin Sharpshooter (Lvl 2)
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Originally Posted by The Cartographist View Post
You know, since our discussions, I have been thinking a lot about a game mechanic for research (historical or otherwise).
...
[Sorry for the apparent thread jacking.]
No apologies needed. Hmm... what you're suggesting sounds like it might be accomplished by an extended skill challenge. Or it might be managed as an extension of the skill challenge system. Just a thought.

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Originally Posted by dammitbiscuit View Post
Anyway, I hope we're not slowing you down too much with our questions and comments.
Everyone loves feedback! It's much better than throwing something out for comment and getting dead silence back.

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Originally Posted by King-Panda View Post
I'm glad to hear you're doing another rework, and I'm extra glad to see you might get this published. Good for you! Could you give us a loose timeframe as to when the major update will be? Perhaps what month or 2-3 month range it would fall in?
I don't have a solid answer for you, but I will work to get one asap. It will really depend on whether or not it becomes a real product.

BTW -- this is a great time for all of you to get your "wish list" in to me if there are directions you would like to see this class go that are not already included. I'm not talking about specific powers, etc (though you can feel free to throw those in if you want), but rather themes that you like in this type of character.
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Old 11th February 2009, 10:07 PM   #79 (permalink)
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dammitbiscuit Goblin Sharpshooter (Lvl 2)
I already like the class a lot; it's hard to think of additional things I'd like to see. The following list is a bunch of ideas that I squeezed out for the sake of answering the prompt and contributing to your idea pile. I am not terribly attached to these fairly loony ideas, but if any spark your imagination I'll be happy to have contributed.

New rituals that use History instead of Arcana/Nature/Religion (hey, Heal is just as mundane and nonmagical of a skill!)

A power or two that reward the (foolhardy but lovable) generalists that we all know at our gaming table, who love to splash their attribute points all over the place. Something that somehow uses Str, Dex, Int, Wis, and Cha. For a rough example, it might be a power that has Dex+Int to hit, Str + Cha to damage, and Wis for quality of power's rider effect.
You orchestrate a brilliant cooperation between mind and body, deftly lunging at your enemy, putting your muscles and your bravura into leaving an unforgettable wound. You perceive an opportunity to (do X) and you take it!
where X=
gut your enemy: Wis increases your crit range for that attack, or inflicts ongoing damage
throw him off-balance: Wis gives target a penalty to defense
shoot him in the eye (ranged): Wis gives penalty to attacks
etc

I'd like to see more abilities, feats, powers, or even magic items that deal with an improvisational approach to problems - and not necessarily improvised weapons, as you've already done a lot with those. Maybe there could be a way for a Historian to say, "Quick, drink this!" and throw together a potion using the spleens of his fallen enemies and some herbs or magical ingredients that he's assumed to be keeping in his pack for just such an emergency as this. Maybe a Historian can say, "Quick, walk like me and follow my lead!" and roll a check or two to quickly observe and mimic a local culture in case they're xenophobic. Or something. Improvisation! Yeah!

As a gamist gamer, I always prefer crunch, but what about some fluff or crunch that supports players who want to roleplay as more of a teacher? I know our history teachers in school probably evoke many dull memories and maybe an instictive groan, but I think there's a place for people who want their character to say, "Thanks for holding down the fort in my absence, TA. Students, I've been away for several months, and I can't wait to tell you the mad, wondrous things I saw! I'll even show you a few of them!" or, "Okay, Regdar, your idea has merit, and I see someone's taught you the foundations. Let's expand on your great idea (encouraging backpat) and take a few more steps! (wide, sweeping gesture as he begins to lay out a brilliant plan which only has vague similarities to the fighter's idea)"
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