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Old 14th June 2009, 06:12 AM   #1 (permalink)
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aramisgrey Kobold Slinger (Lvl 1)
Speaking of Elemental Classes...

So, with the demise of the Ki power source, and the uncertain future of both Elemental and Shadow, there has been some discussion on what the power source and classes may come out as. To that end, I have put together a couple of Elemental classes. You can find the whole document over at scribd (Elemental Classes Preview).

The classes are as follows:

Architect: an Elemental leader that uses the elemental constituents of matter to transfigure weapons into screaming bolts of elemental energy or stitch an ally back together.

Geomancer: an Elemental striker that uses the earth around her to defeat her foes.

Onmyouji: an Elemental controller that can summon minions or transfigure the very earth into a weapon.

Sentinel: an Elemental defender that uses elemental weapons and has naturally stances that change how they battle from round-to-round.

I'd be really interested in any constructive feedback I can get. Specifically, if you think any of the mechanics are too complicated or if there is anything you particular like. Thanks in advance.
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Old 14th June 2009, 08:02 AM   #2 (permalink)
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willows Kobold Slinger (Lvl 1)
The Entropic Curse is just a bad idea. Ditch it and reduce the hitpoints of classes accordingly.

Since all of these classes use elemental brands, your document really should describe them. I take it that the Geomancer's class feature Elemental Brand is different than the implement, since it looks a little bit like a Warlock's Curse; this feature needs to be renamed.

I suggest also discarding all the "roll a die to choose a damage element" class features; these add complexity without adding usability, and interfere with the players' use of synergistic feat/equipment/element combos; I feel like it would make more game-design sense and be more fun if you were able to concentrate on one or two elements that unify your character in theme. (See also 4e genasi.)

Speaking of brands, the Geomancer's Brand has some messy phrasing. I'd suggest reconfiguring it a bit, and expressing it as a power:

Keyword: Channel
Powers and features with the Channel keyword have a variable elemental damage type based on your Channel of Arms class feature. When these abilities use the term '(channel)' in reference to damage, they refer to the elemental damage type of your Channel of Arms class feature at the time the power or feature was activated.

Geomancer's Brand - Geomancer Feature
Free Action * Elemental, Channel
Trigger: You use a geomancer attack power while you have combat advantage against at least one target.
Targets: All targets of the triggering power.
Effect: The targets receive a (channel) Geomancer's Brand.

Once per round, a Geomancer's Brand deals 1d6 bonus (channel) damage when the branded target receives damage of the same type.

A Geomancer's Brand persists until another Geomancer's Brand is applied to the same target. At this time, the older Brand ends.
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Old 14th June 2009, 04:46 PM   #3 (permalink)
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Originally Posted by aramisgrey View Post
...and the uncertain future of both Elemental and Shadow...
Why do you say this? Have I missed something from Wizards putting these power sources in doubt, or is it just the power sources in PH3?
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Old 14th June 2009, 08:39 PM   #4 (permalink)
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The Entropic Curse is just a bad idea. Ditch it and reduce the hitpoints of classes accordingly.
Emphatically agree. If a PC can't survive a Short Rest, you have designed that class badly.

Quote:
Originally Posted by willows View Post
I suggest also discarding all the "roll a die to choose a damage element" class features; these add complexity without adding usability, and interfere with the players' use of synergistic feat/equipment/element combos; I feel like it would make more game-design sense and be more fun if you were able to concentrate on one or two elements that unify your character in theme. (See also 4e genasi.)
The Wild Sorcerer managed to pull it off okay, IMHO. They only have to roll once per day.

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Old 14th June 2009, 10:52 PM   #5 (permalink)
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aramisgrey Kobold Slinger (Lvl 1)
The uncertainess of the Elemental and Shadow power source is my opinion based on what happened with the Ki power source and some very ambiguous comments about Elemental and Shadow. I could very well be wrong, its just my opinion that they are "in jeopardy" of being axed.

Ok, so entropic curse is out. It was only meant to apply ongoing damage during an encounter; (RP: it only hurts when you are directly channeling your powers) it was a long shot to begin with, but I wanted to see the reaction before I axed it.

I really liked the suggestion about turning the elemental brand into a power to make the wording easier. I struggled with how to convey how it worked and that is much, much easier. Also, to reduce confusion, it is now called elemental scar. Not a huge difference, but hopefully less confusing.

In regards to the "rolling", in keeping in line with how the wild magic sorcerer works (as nifft pointed out) I think it functions as a unifying aspect of the Elemental classes. The idea is that the powers of the Elemental Chaos are not easily controlled. Using them necessarily forces a certain amount of variability and uncertainty into your character. Allowing you to simply pick a channel is too much of a boon, especially as the classes are currently written.
Imagine a creature that is vulnerable to your damage type. You automatically get extra damage on EVERY hit where you hit with your weapon and you could grant A LOT of extra damage with your Elemental Scar if you let another character use it for a different attack. Or if they have resistance/immunity, you are now completely hobbled.

I really like concept of the Wild Magic Sorcerer and wanted the Elemental classes to follow that same trend. There is a write-up of a class at 4shared.com that is more on the lines of being able to pick your element (4shared.com - document sharing - download Elementalist.pdf), I think that's more the kind of experience that you're looking for. That being said there will be feats and paragon paths that allow you to stabilize this chaos and be more selective about your channel; e.g. Improved Arms - When you roll your channel of arms damage type you can choose from your dice result or the type one above or below your die result. I.e. you roll a 1, you can choose acid, cold or poison.
Perhaps, for the onmyoui and sentinel, rolling each round may be too much, but then they would need a feature like the geomancer to re-roll a set number of times during the encounter.
I really think that keeping the "randomness" is quintessential to the concept of the character. Thanks for the interest though, I hope you stay interested.
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