4E Conan vs the Swarms of Soldiers. - Page 6
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  1. #51
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    @Tony Vargas Here I go with an ironic comment....

    Putting all the powers in common buckets has a risk of robbing class specific flavors that are enabled by and encouraged by distinctly described spells for Arcane Bards, Arcane Swordmages and Arcane Warlocks and Arcane Sorcerors since to me flavor is core to actual feel, bunching them will make them all feel ahem "homogenous"
    Last edited by Garthanos; Sunday, 20th May, 2018 at 04:54 AM.

  2. #52
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    Quote Originally Posted by Garthanos View Post
    How about this

    "Using one against the other"
    An enemies weapon becomes your own if but for a moment as you attack one enemy and turn their disrupted flailing to your advantage.

    At Will level 1
    Attack: Dex vs AC
    Requirement your off hand must be free.
    Hit: 1[W] damage to target and you deliver damage to an adjacent enemy as though from from a basic attack by the original target.

    If you have combat advantage against both you choose which 1 enemy your sneak attack damage applies to.

    At level 21: hit becomes 2[W] and add DEX or CHA to the damage to adjacent enemy.
    Yes, reviewing the other Rogue and Fighter At-Wills, I think this iteration makes sense and is balanced, especially as it has no effect on a miss, which, again, should be pretty infrequent for most Rogues.

  3. #53
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    Quote Originally Posted by Garthanos View Post
    @Tony Vargas Here I go with an ironic comment....

    Putting all the powers in common buckets has a risk of robbing class specific flavors that are enabled by and encouraged by distinctly described spells for Arcane Bards, Arcane Swordmages and Arcane Warlocks and Arcane Sorcerors since to me flavor is core to actual feel, bunching them will make them all feel ahem "homogenous"
    When it comes to the "common pools of martial powers" approach, I quite like what was done with 3.5's Tome of Battle: The Book of Nine Swords. There were nine schools of martial maneuvers --- analogous to schools of spells --- that 3 classes chose their powers from. However, not every class had access to each school so there was still a good deal of variability and thematic focus for each class. Each class also had a handful of class features that interacted with martial maneuvers in ways specific to them.
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  4. #54
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    So, to apply this to a 4E styled game, you could have thematic lists of martial powers --- say, a Twin Blade style, Great Weapon style, Shadow Assassin style, Commanding Presence style, whatever --- and each class would have variable access to different lists. From the examples I gave, the Fighter can choose powers from Twin Blade and Great Weapon, the Rogue from Twin Blade and Shadow Assassin, and the Warlord from Great Weapon and Commanding Presence. So, there would be some schools that overlap with classes but not every martial class would have access to every martial power (which, to me, just diminishes the color of each class --- might as well just have a classless game at that point). The classes could also have class features that modify or enhance their use of powers from specific schools they have access to (i.e., both the Rogue and Fighter have access to Twin Blade powers but their respective features make the former more striker-y and the latter more defender-y when they use them).

    Anyways, just some food for thought.

  5. #55
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    Quote Originally Posted by heretic888 View Post
    When it comes to the "common pools of martial powers" approach, I quite like what was done with 3.5's Tome of Battle: The Book of Nine Swords. There were nine schools of martial maneuvers --- analogous to schools of spells --- that 3 classes chose their powers from. However, not every class had access to each school so there was still a good deal of variability and thematic focus for each class. Each class also had a handful of class features that interacted with martial maneuvers in ways specific to them.
    Tome of Battle did manage to drip with flavor.

  6. #56
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    Quote Originally Posted by darkbard View Post
    Yes, reviewing the other Rogue and Fighter At-Wills, I think this iteration makes sense and is balanced, especially as it has no effect on a miss, which, again, should be pretty infrequent for most Rogues.
    Wondering what changes would make it work for the fighter, as it stands my fighter is likely to pick Double Strike... and reflavor it for the duo marking ability alone.

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    Comparing Dual Strike and Cleave...

    Dual strike only has 1 in 9 or so chance of doing a whiff. (marking both)
    4 in 9 of hitting both, marking both
    4 in 9 of hitting one and marking both.

    Cleave has 1 in 3 chance of a whiff (which still marks 1)
    2 in 3 of hitting both but only marking 1

    Technically cleave may be better in the narrow case of minions only but 2 out of three times it does nothing the Dual strike still takes 1 down, let's call it a tie for that case.

    Cleave has significant Feat Support

    Deft Hurler (you may make a ranged basic attack in place of damaging adjacent enemy)
    Cruel Cut Style (with no adjacent enemy do ongoing damage of wis mod)
    untamed berserker (gain temp hit points if you prefer)
    Last edited by Garthanos; Monday, 21st May, 2018 at 02:36 AM.

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