Countdown to Essentials - Powers, implements, feats

Can someone explain this? If Melee Training gives only 1/2 modifier bonus to damage, how does it "match" the Strength-based slayer?

The Slayer gets Dex to damage.

Str Slayer 18STR, 16DEX with longsword.
1d8 +4Dex, +3Dex = 1d8 +7

Dex/melee training Slayer 20DEX (Since a Melee Training DEX slayer only has to worry about one stat the can afford to go for that 20)
1d8 +5DEX, +2DEX = 1d8 +7
 

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The Slayer gets Dex to damage.

Str Slayer 18STR, 16DEX with longsword.
1d8 +4Dex, +3Dex = 1d8 +7

Dex/melee training Slayer 20DEX (Since a Melee Training DEX slayer only has to worry about one stat the can afford to go for that 20)
1d8 +5DEX, +2DEX = 1d8 +7

Oh, I see. Of course, by going 18-14-11 instead of 16-16-12-12 they are shorting a couple of tertiary stats, but obviously that doesn't bother some people.
 

you could also go 20 Str, 14 Dex and have the exact same damage output...

@feats no more sorted by tier /= feats lose requirement "tier"

-> they already state prerequisite 11th level.
With the new grouping of feats, grouping them a second time by tier is too much of trouble. Actually with racial and class feats, which are already not sorted by tier, this distinction in the characte builder is quite annoying.

That lightning reflexes is now: +1/tier makes sense, because as it stands, +1/tier is the new standard.
 

I'll say one thing, having played the Delve at GenCon a couple of times (played a rogue and a wizard) I was pleasantly surprised at how playable and fund the essentials characters were.

The Rogue is encouraged to behave like a rogue, and be a mobile combatant, by movement powers that add rider effects to his basic attacks. That's a simple idea, but the effect was great fun in play.

The Wizard -- at least the delve version -- had some interesting changes that helped to speed things up. For one thing, attacks with multiple targets did not roll for damage, they did flat damage, and all the player rolls for is to see if he hits. This cuts down a lot of confusion and time spent rolling up those attacks. I liked it a lot.

All in all, we really enjoyed the essentials characters in the delve, and I'm looking forward to getting my mitts on the books.

-rg
 

The Wizard -- at least the delve version -- had some interesting changes that helped to speed things up. For one thing, attacks with multiple targets did not roll for damage, they did flat damage, and all the player rolls for is to see if he hits. This cuts down a lot of confusion and time spent rolling up those attacks. I liked it a lot.

I think that's just the delve version you played. According to thalmins preview the Red Box Mage still rolls for damage for attacks with multiple targets.

Flat damage is a good way to speed things up though; let all the monsters do flat damage. This way the DM does not have to roll for damage.

-YRUSirius
 

I think that's just the delve version you played. According to thalmins preview the Red Box Mage still rolls for damage for attacks with multiple targets.

Flat damage is a good way to speed things up though; let all the monsters do flat damage. This way the DM does not have to roll for damage.

-YRUSirius

Except you lose all your bonuses to damage rolls. Hurts a LOT.
 

1) Implement Proficiencies: Great idea here. The implement system was needlessly complicated. If I want a warlock with holy symbol what's the harm. I also like anything that encourages multiclassing.

"But Player's Strategy Guide isn't a rule book' just flashed back in my brain for some reason...


....totally called this one.
 


Just add the bonuses to the flat damage? I mean static damages just take the chance out of the equation. Instead of rolling 1d8 + 4 you just take a 5 for the 1d8 and add 4 = 9. Easy. Non?

-YRUSirius

You've missed the point; most of those static damage modifiers can only add to dice rolls and not flat damage--that's why ongoing damage 5 only ever DOES ongoing damage 5, and not ongoing damage 25 after you add in your Sorcerer's Soul, weapon enhancement, feat bonuses... It's a balance issue.
 


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