Martial Controller: Auxiliary (Version 0.11) -Updated Preview Character (Aug. 9th)

The next version of the Auxiliary class preview character is almost ready for release. I spent the last week or so revising the class features (mainly simplifying and combining them) and restructuring the powers so they feel more organic and evolutionary from level 1 to 30.

Thanks for everyone's comments both on and off the board and I look forward to getting the finished product put together in the next month or so ;)
 

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Just uploaded a new preview charater for the Auxiliary martial controller class... I decided against doing all the numbers for everyone and instead allow the underlying mechanics to be seen. It should help with feedback from those who have not signed an NDA, but still want to comment on the class as a whole based on the preview character.

Thanks agains for all the comments and suggestions they have really helped shape this class into a viable martial controller. ;)

Once again I'll be taking some time away from the class to come back with a fresh set of eyes, but I suspect that now the class is officially in beta testing and just needs a few bugs worked out and gremlins shown the door outside via your help and my minions... I mean playtesters. Muahahah! ;)
 
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I've just skimmed the preview document so I haven't had time to digest the whole thing and compare it against a wizard, but there were a couple of quick things that registered on the first read.


  1. Using the "Stance" keyword with the Control Zone class features (as currently written) is incorrect. Stance powers remain in effect until the end of an encounter, five minutes pass, or another stance power is used. Combat Zones are written to end at the beginning of your next turn. So, either they're not stances (because they end after a turn) or they shouldn't end until another Control Zone is used. I'm down with the whole "specific trumps general" aspect of 4e, but if the powers don't really behave like stances, there's no point in calling them stances because it doesn't add anything.
  2. Without knowing how the damage/effects of this class's burst powers compare to similar-level bursts of a wizard, I'm a bit wary about the auxiliary's ability to target only foes with his bursts. A wizard doesn't gain this luxury until epic tier, and then only if they take the Spell Accuracy feat. I'm not saying the auxiliary should hit allies with their bursts, just saying it's a consideration (and one you might have already made) in terms of not making this class explicitly better than the only other controller we have right now.
A couple of other random comments:

At first I was a bit off-put by the auxiliary getting a -2 penalty to attacks with their auxiliary powers, but then it hit me - strictly speaking, it puts them on par with wizards who don't have the benefit of weapon proficiency with their spells. Clever. I'd have never thought about that.

I don't have any sort of metrics in front of me to know how the average Reflex defense of monsters in the monster manual compares to their AC. This is, of course, in reference to Watchful Shot. The only real difference it has from a ranged basic attack is it targets Reflex instead of AC. If Reflex for a monster is on average 2 lower than it's AC, then the power is every bit as useful (or not from an optimized sense) Sure Strike/Precise Strike (which give you a +2 bonus to the attack but still target AC). Of course, what muddies this is as an auxiliary could use Watchful Shot on AoOs, whereas a Fighter can't use Sure Strike, so comparing the two isn't exactly apples to apples.

All in all, I like what I read. It makes a strong case for the viability of a martial controller.
 

I've just skimmed the preview document so I haven't had time to digest the whole thing and compare it against a wizard, but there were a couple of quick things that registered on the first read.

Thanks for your comments. I hope you'll provide more ;)

Using the "Stance" keyword with the Control Zone class features (as currently written) is incorrect... I'm down with the whole "specific trumps general" aspect of 4e, but if the powers don't really behave like stances, there's no point in calling them stances because it doesn't add anything.

Nice catch... I originally had them working like stances, but changed them and forgot to take that element out of the class features. Thanks for pointing it out for me ;)

Without knowing how the damage/effects of this class's burst powers compare to similar-level bursts of a wizard, I'm a bit wary about the auxiliary's ability to target only foes with his bursts. A wizard doesn't gain this luxury until epic tier, and then only if they take the Spell Accuracy feat. I'm not saying the auxiliary should hit allies with their bursts, just saying it's a consideration (and one you might have already made) in terms of not making this class explicitly better than the only other controller we have right now.

This is something I'm keeping my eyes on as you point out Wizards don't get this until later levels. I considered the Volley keyword rules to balance out the targetting of enemies only (specifically the need for line of sight, the penalty to attacks for concealment and cover, and the expenditure of ammo)

By my estimations targeting enemies only is worth about 1 damage die for wizard attack powers, however the the question is whether the need for line of sight, and the inability to ignore concealment and cover (and ammo to a lesser degree) is worth that 1 damage die or not. If not, then I might have to lower the damage dealt/effects of the Auxiliary's attack powers.

At first I was a bit off-put by the auxiliary getting a -2 penalty to attacks with their auxiliary powers, but then it hit me - strictly speaking, it puts them on par with wizards who don't have the benefit of weapon proficiency with their spells. Clever. I'd have never thought about that.

Yeah, it was a real eureka! moment for me ;)

I don't have any sort of metrics in front of me to know how the average Reflex defense of monsters in the monster manual compares to their AC. This is, of course, in reference to Watchful Shot... Of course, what muddies this is as an auxiliary could use Watchful Shot on AoOs, whereas a Fighter can't use Sure Strike, so comparing the two isn't exactly apples to apples.

Reflex is usually 2 lower than AC (Fortitude is usually 1 lower, and Will 3 lower than AC). However, the Auxilary's attack is normally 2 lower than a Fighter's (due to the -2 penalty to WP) so this acts like the Wizard's Magic Missle (which is also -2 compared to Fighter attack bonus b/c of lack of WP). Both Magic Missiles and Watchful Shot can be used as basic ranged attacks. Though as you point out this is a better bonus to the Auxiliary who actually has a means to activate ranged basic attacks via the Overwatch zone. So I'd say its slightly more powerful than Magic Missles, but does on average 1.5 to 0.5 (1d6 or 1d8) points of damage less than Magic Missles (2d4).

All in all, I like what I read. It makes a strong case for the viability of a martial controller.

Thanks... I hope you'll have more comments and if you ever want to do playtesting than let me know (at: joseph.dm.miller@gmail.com ) and I'll send you an NDA ;)
 
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I've started work on version 0.10 and will hopefull have another update in the next week or so depending upon playtester feedback. For all those who are helping out with your comments (public or private), thanks! ;)
 

Just a quick update... I'm still receiving playtester feedback and their suggestions have been very helpful in simplifing many of the class' features and powers. However, I will probably only be releasing the next version through the heroic levels so people here can really focus on getting the lower levels right and then I'll move up to paragon and then epic as the rules get hammered out.

Thanks for all your help ;)
 

It seems to me like the Control Zone: Close Fire and Control Zone: Overwatch abilities are overpowered. If I understand them correctly, anyone who is in the target zone provokes OAs when they do anything that normally provokes an OA - move or attack. This means that if I use an Overwatch centered on an enemy ranged attacker, there is no way he can do anything without provoking an OA - if he attacks he provokes, and if he tries to move out of the area he provokes. (He could shift, but he would need to shift twice to get out of the area and would not have any actions remaining). This could be even more powerful with Close Fire depending on the situation - the Auxiliary gets to apply that same ability to everyone in a close burst 5 area. It seems to me that Auxiliaries will be getting OAs almost every round. Is this what was intended?

(Also, you should replace "you cannot take an immediate action this round" with "you cannot take an immediate action until the beginning of your next turn," to avoid confusion about when "this round" starts and ends. WotC had to do this in the errata for the Rogue's Sneak Attack ability.)

Also, D+D 4e does not keep track of ammunition, so you should get rid of all references to expending ammunition.

You should get rid of all the things at each level that say "hit points: increase to X, level modifier: increase by 1," etc. These are all generally applicable and in other parts of the rulebook. You should use a class traits block similar to the ones in the PHB for this.

It says that you take a -2 penalty for attacks with Auxiliary powers, but not for ranged basic attacks. This leaves an ambiguity as to what happens if you use a power as a ranged basic attack (e.g. Watchful Shot). I would assume you want to keep the -2 penalty, but this should be clearly stated to avoid ambiguity.

For a class that uses weapons, it's quite surprising that none of its attacks target AC, not even the at-wills. Traditionally, weapons target AC (and most creatures have AC slightly higher than other defenses, which counteracts the weapon proficiency bonus). This might be something worth looking into as an alternative to the -2 penalty.

The description under "Volley" states that Volley powers provide -2 to the weapon proficiency bonus. Does this stack with the -2 that apply to all Auxiliary powers? If so, this results in a -4 total, which is more than the proficiency bonus was to start with. What happens then? And do you really need to provide the penalties to the "proficiency bonus" and not just to the attack roll directly?
 

It seems to me like the Control Zone: Close Fire and Control Zone: Overwatch abilities are overpowered. If I understand them correctly, anyone who is in the target zone provokes OAs when they do anything that normally provokes an OA - move or attack. This means that if I use an Overwatch centered on an enemy ranged attacker, there is no way he can do anything without provoking an OA - if he attacks he provokes, and if he tries to move out of the area he provokes. (He could shift, but he would need to shift twice to get out of the area and would not have any actions remaining). This could be even more powerful with Close Fire depending on the situation - the Auxiliary gets to apply that same ability to everyone in a close burst 5 area. It seems to me that Auxiliaries will be getting OAs almost every round. Is this what was intended?

The Auxiliaries control zones are meant to be effective in denying or punishing enemies for taking certain actions or moving through certain areas. So they are intended to have some effect each round. However, as you pointed out these two control zones might be too powerful as written. One thing I am considering is only allowing 1 OA each round via Close Fire (which will be Close Burst 3 int he next version) and Overwatch. Essentially an Auxiliary can spend a minor action and IA to gain one ranged OA each round with these abilities. Later on I could add either a feat or a attack power that grants more than one OA in this manner.

Do you still think this is over powered as written? Also note that some encounter powers are based off of control zones and so it might not always be to your advantage to center the burst on one ranged-based monster.

(Also, you should replace "you cannot take an immediate action this round" with "you cannot take an immediate action until the beginning of your next turn," to avoid confusion about when "this round" starts and ends. WotC had to do this in the errata for the Rogue's Sneak Attack ability.)

Good point it'll be changed in the next version. ;)

Also, D+D 4e does not keep track of ammunition, so you should get rid of all references to expending ammunition.

Actually it does according to pg. 271 of the PHB at least in regards to close and area effects.

You should get rid of all the things at each level that say "hit points: increase to X, level modifier: increase by 1," etc. These are all generally applicable and in other parts of the rulebook. You should use a class traits block similar to the ones in the PHB for this.

The preview character is just meant to be a glimpse of the rules. They are actually not the whole rules. The full write-up for the class is only available to the playtesters and soon to an interested publisher who has asked to see the full rules.

It says that you take a -2 penalty for attacks with Auxiliary powers, but not for ranged basic attacks. This leaves an ambiguity as to what happens if you use a power as a ranged basic attack (e.g. Watchful Shot). I would assume you want to keep the -2 penalty, but this should be clearly stated to avoid ambiguity.

This is gone... I thought it would be an interesting mechanic and it might work for another class, but not a martial class ;)

For a class that uses weapons, it's quite surprising that none of its attacks target AC, not even the at-wills. Traditionally, weapons target AC (and most creatures have AC slightly higher than other defenses, which counteracts the weapon proficiency bonus). This might be something worth looking into as an alternative to the -2 penalty.

This is also gone... the new base is to attack AC and then for a few select powers to attack another defense.

The description under "Volley" states that Volley powers provide -2 to the weapon proficiency bonus. Does this stack with the -2 that apply to all Auxiliary powers? If so, this results in a -4 total, which is more than the proficiency bonus was to start with. What happens then? And do you really need to provide the penalties to the "proficiency bonus" and not just to the attack roll directly?

This is also gone. I am currently in the "simplifying" phase of the playtest and these were the three big ones that I decided to axe for simplicity's sake and for flavor reasons.

Thanks for all your comments. They were very helpful and jive with what other playtesters have mentioned... although you're the first to put into words the Close Fire and Overwatch concerns I had.
 

The Auxiliaries control zones are meant to be effective in denying or punishing enemies for taking certain actions or moving through certain areas. So they are intended to have some effect each round. However, as you pointed out these two control zones might be too powerful as written. One thing I am considering is only allowing 1 OA each round via Close Fire (which will be Close Burst 3 int he next version) and Overwatch. Essentially an Auxiliary can spend a minor action and IA to gain one ranged OA each round with these abilities. Later on I could add either a feat or a attack power that grants more than one OA in this manner.

Do you still think this is over powered as written? Also note that some encounter powers are based off of control zones and so it might not always be to your advantage to center the burst on one ranged-based monster.
I don't know, since I haven't playtested it, I just read the writeup. But a free extra attack (or preventing an enemy from attacking) almost every single round sounds very powerful, and I can't think of any other class that has an ability like this. (Rangers do have Twin Strike, but that takes away the attribute bonus to damage and also only works if you use that power as your standard action power. This works no matter what power you use.) As you go up to higher levels you can get lots of static modifiers to damage, so even basic attacks can become quite powerful.

Also, don't forget that if a player has a standard action power that keys off of a control zone, he could use a minor action to set the zone for the power, use the standard action power, and replace his move action with another minor action to reset the zone to get the "free OA". This would circumvent the problem you mentioned.

Finally, here's another possibly broken strategy: use a standard action attack power, then use a control zone (minor action) and use Widen Control Zone (another minor action). The attack power does not suffer the attack penalty since you used it before WCZ, and the control zone now covers a 5x5 area, and anyone in the 3x3 block in the middle can't attack this turn without provoking an attack!

Definitely limiting it to one OA each round would be a good idea, but it would still need to be tested to make sure it wasn't too powerful. Another idea would be making the "OA" trigger only off of moves and not attacks. This would preserve the "area denial" and "pinning the enemy down" aspect of the control zones, while not directly providing or preventing attacks every round. (You should also add a clarification that these attacks are not actually OAs themselves. This avoids any GSL-related problems with redefining the term "OA", and also prevents OA-boosting feats and abilities from applying to them. Since OA-boosting abilities are normally designed under the assumption that people will not be getting OAs almost every round, breaking this assumption could easily lead to cheese.)

Actually it does according to pg. 271 of the PHB at least in regards to close and area effects.
You're correct: I wasn't looking carefully enough. But the cost and weight of ammunition is so trivial that many DMs don't even keep track of it, and even if you do keep track, the extra ammunition expenditure has a minimal effect on the game. It's not clear this is worth including.
 

But a free extra attack (or preventing an enemy from attacking) almost every single round sounds very powerful, and I can't think of any other class that has an ability like this... This works no matter what power you use.) As you go up to higher levels you can get lots of static modifiers to damage, so even basic attacks can become quite powerful.

Thanks for the comments I'm still considering what might be the best approach to the control zones and so any feedback even if only on a read-through is helpful.

Also, don't forget that if a player has a standard action power that keys off of a control zone, he could use a minor action to set the zone for the power, use the standard action power, and replace his move action with another minor action to reset the zone to get the "free OA". This would circumvent the problem you mentioned.

In the control zone rules you can only activate one control zone at a time.

Finally, here's another possibly broken strategy: use a standard action attack power, then use a control zone (minor action) and use Widen Control Zone (another minor action). The attack power does not suffer the attack penalty since you used it before WCZ, and the control zone now covers a 5x5 area, and anyone in the 3x3 block in the middle can't attack this turn without provoking an attack!

Thanks for pointing this out. I have changed the way in which this power works and made activating the control zone part of the power to avoid this abuse.

Definitely limiting it to one OA each round would be a good idea, but it would still need to be tested to make sure it wasn't too powerful. Another idea would be making the "OA" trigger only off of moves and not attacks. This would preserve the "area denial" and "pinning the enemy down" aspect of the control zones, while not directly providing or preventing attacks every round. (You should also add a clarification that these attacks are not actually OAs themselves.

Thanks for the suggestions I've work a few of them into the newest version of the control zones:

Control Zone: Close Fire Auxiliary Class Feature
You are adept at skirmishing even in the midst of your enemies.
At-Will Martial, Undispellable, Weapon, Zone
Minor Action Close blast 3
Effect: The blast creates a zone that lasts until the start of your next turn. You do not provoke attacks of opportunity when making area or ranged attacks against creatures within the blast. As an immediate interrupt, you may make a ranged basic attack against an enemy in the zone that takes an action that would normally provoke an opportunity attack.

Control Zone: Cover Fire Auxiliary Class Feature
You provide covering fire against a particular area of the battlefield disrupting an enemy’s ability to counter attack.
At-Will Martial, Undispellable, Weapon, Zone
Minor Action Area burst 1 within weapon range
Effect: The burst creates a zone that lasts until the start of your next turn. As an immediate interrupt, you may make a ranged basic attack against an enemy who attempts to stand up or makes a ranged or area attack while within the zone. The target suffers a -2 penalty to the attack roll of its triggering attack whether you hit or miss.

Or:

Requirement: When you activate this control zone you must expend 1 shot of ammunition or thrown weapon.
Effect: The burst creates a zone that lasts until the beginning of your next turn. Creatures that enter the zone or start their turn there suffer a -1 penalty to attack rolls checks until the end of your next turn.


Control Zone: Taunting Fire Auxiliary Class Feature
You taunt your enemy in an attempt to keep his attention on you.
At-Will Martial, Undispellable, Weapon, Zone
Minor Action Area burst 1 within weapon range
Effect: The burst creates a zone that lasts until the start of your next turn. As an immediate reaction, you may make a ranged basic attack against an enemy in the zone that moves away from you or makes a ranged or area attack that does not include you. If the target is moving away from you it suffers a -1 penalty to speed whether you hit or miss. If the target made an attack that did not include you, then it suffers a -2 penalty to the attack roll of its triggering attack.

Or:

Requirement: When you activate this control zone you must expend 1 shot of ammunition or thrown weapon.
Effect: The burst creates a zone that lasts until the beginning of your next turn. Enemies that enter the zone or start their turn there suffer a -1 penalty to AC, Reflex, and Perception checks in regards to any creature other than you until the end of your next turn.

Control Zone: Overwatch Auxiliary Class Feature
You keep watch over a particular area of the battlefield like a hawk and take advantage of any opportunity, which presents itself.
At-Will Martial, Undispellable, Weapon, Zone
Minor Action Area burst 1 within weapon range
Effect: The burst creates a zone that lasts until the start of your next turn. You gain a +2 bonus to your Perception skill checks to spot creatures in the zone. As an immediate interrupt, you may make a ranged basic attack against an enemy who enters or leaves a square within the zone. However, you can’t make one if the enemy shifts, teleports, or is forced to move into or out of a square within the zone.

You're correct: I wasn't looking carefully enough. But the cost and weight of ammunition is so trivial that many DMs don't even keep track of it, and even if you do keep track, the extra ammunition expenditure has a minimal effect on the game. It's not clear this is worth including.

It's mainly there because of this being a martial effect and its more believeable when cover fire/taunting fire have ammo expended for their effects.
 
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