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D&D Older Editions
Looking for thoughts on my kitbashed 4E
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<blockquote data-quote="MoutonRustique" data-source="post: 7233194" data-attributes="member: 22362"><p>I'll table my initial approach for now.</p><p>For a simple, but very "<em>bard</em>" feel, you could do worse than the [Skald] - the idea of an active aura of electable buffs works really well in play, and it fits the idea of "magical music" to a T.</p><p></p><p>It would be easy enough to create a couple of different auras with a passive and "active" bonus : passive is just on, the active part is when the character grabs that extra boost (spends the healing surge, heals and [insert buff here]).</p><p></p><p></p><p>I have no easy solutions to your problems for this...</p><p></p><p>One thing to keep in mind is that having two classes with the same base-mechanics and types of effects (role) will <em>probably</em> be pretty hard to "make feel very distinctive" - especially on paper. In game, you can really stress the fluff and such, but when you boil down the "what can they do, how do they do it", there's little room to make them stand very far apart...</p><p></p><p>The only solution I can offer you is one you're probably not going to like : differentiation by powers...</p><p></p><p>If <em>I</em> had to do it, I would go this route:</p><p>- [<strong>wizards</strong>] have spells that work in zones and walls. Their effects are never ongoing on a target, they are ongoing in an area.</p><p>Examples: cloud of daggers (yes), scorching burst (no)</p><p></p><p>- [<strong>invokers</strong>] have spells that always impose a "sanction" (i.e. soft-control). Their effects are ongoing on targets and they impose a severe "Do (or don't) X or very bad Y will happen".</p><p>Examples: (don't have the books to look up what I want) - [regular attack rider] if the target willingly moves more than 2 squares, it suffers 3d6 radiant damage. (or you could go with : Target is slowed. The target may suffer 3d6 radiant damage to cancel this condition as a free action.)</p><p></p><p>I feel this creates a pretty good : I affect the world with my magic <strong>VS</strong> I am the Voice of a Higher Power (best do what I say)</p><p></p><p>How could this be done with "class features"... </p><p>First Random Idea</p><p>[<strong>wizard</strong>] all area effects create a zone that lasts until the end of your next turn. The zone deals [Int+Implement] damage to a creature that ends it's turn in the zone. The zone is also lightly obscured.</p><p>(if you want it more dangerous/powerful, change the damage to trigger "when entering or starting it's turn")</p><p></p><p>[<strong>invoker</strong>] when you deal [radiant] damage to a creature, it also treats all creatures as having concealment until the end of your next turn. When you deal [thunder] damage, the target is also slowed until the start of your next turn. A creature may cancel any (or both) of these conditions as a free action. If it does so, it suffers 2d8+Cha+Implement radiant damage.</p><p></p><p>Of course the balance of these ideas is very likely to be all over the place - I'm brainstorming here</p></blockquote><p></p>
[QUOTE="MoutonRustique, post: 7233194, member: 22362"] I'll table my initial approach for now. For a simple, but very "[I]bard[/I]" feel, you could do worse than the [Skald] - the idea of an active aura of electable buffs works really well in play, and it fits the idea of "magical music" to a T. It would be easy enough to create a couple of different auras with a passive and "active" bonus : passive is just on, the active part is when the character grabs that extra boost (spends the healing surge, heals and [insert buff here]). I have no easy solutions to your problems for this... One thing to keep in mind is that having two classes with the same base-mechanics and types of effects (role) will [I]probably[/I] be pretty hard to "make feel very distinctive" - especially on paper. In game, you can really stress the fluff and such, but when you boil down the "what can they do, how do they do it", there's little room to make them stand very far apart... The only solution I can offer you is one you're probably not going to like : differentiation by powers... If [I]I[/I] had to do it, I would go this route: - [[B]wizards[/B]] have spells that work in zones and walls. Their effects are never ongoing on a target, they are ongoing in an area. Examples: cloud of daggers (yes), scorching burst (no) - [[B]invokers[/B]] have spells that always impose a "sanction" (i.e. soft-control). Their effects are ongoing on targets and they impose a severe "Do (or don't) X or very bad Y will happen". Examples: (don't have the books to look up what I want) - [regular attack rider] if the target willingly moves more than 2 squares, it suffers 3d6 radiant damage. (or you could go with : Target is slowed. The target may suffer 3d6 radiant damage to cancel this condition as a free action.) I feel this creates a pretty good : I affect the world with my magic [B]VS[/B] I am the Voice of a Higher Power (best do what I say) How could this be done with "class features"... First Random Idea [[B]wizard[/B]] all area effects create a zone that lasts until the end of your next turn. The zone deals [Int+Implement] damage to a creature that ends it's turn in the zone. The zone is also lightly obscured. (if you want it more dangerous/powerful, change the damage to trigger "when entering or starting it's turn") [[B]invoker[/B]] when you deal [radiant] damage to a creature, it also treats all creatures as having concealment until the end of your next turn. When you deal [thunder] damage, the target is also slowed until the start of your next turn. A creature may cancel any (or both) of these conditions as a free action. If it does so, it suffers 2d8+Cha+Implement radiant damage. Of course the balance of these ideas is very likely to be all over the place - I'm brainstorming here [/QUOTE]
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