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    Balanceing Cohorts in 4e

    Well, I'd try to do something from the implied action tradeoff from Warlord powers: At-will - replace your attack with another's basic attack (you both are in melee range) Encounter - add your attack to another's basic attack So, I'd tweak it slightly for cohorts: Cohorts get a move action...
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    Excerpt: You and Your Magic Items

    Aria: I'm just not convinced that players' preferences are as maleable as you seem to think. I think most players have preferences, and look for the game systems, and then the DMs/campaigns, that will suit that. Many players might be fairly open minded/flexible - and I doubt they'll become...
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    Dragonlance vs. Forgotten Realms

    I've only played a little 2E Forgotten Realms and no Dragonlance. But my sense is that Forgotten Realms had more, different kinds of things going on in the background. Lot's of schemes and groups working in the background that you can give hints of if you like. Things are supposed to change...
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    Is Eldrain the New Rouge?

    I was thinking that the eladrin teleportation ability would be very useful to a rogue, depending on the restrictions. E.g. can I teleport from one rooftop to another? Can I teleport up 5 squares to a rooftop from the alley? Can I teleport from one shadowed corner across the lit hallway to...
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    Consumeable items in the new economy

    Well, it's probably unlikely that the campaign balance is too dependent on being exactly at the recommended wealth levels. A big chunk of wealth is going to leave the party if they choose to sell off something (at 20% book) and buy something else (at 120-140% book). Given that parties can do...
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    What makes the classes unique?

    From the limited amount of details, it seems like there are significant differences based on role and power source. Different roles appear to be tied to different kinds of effects. E.g. Controllers get lots of AoE effects, non-controllers get few/none. Leaders get lots of heals and ally...
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    Excerpt: Economies [merged]

    But 4E doesn't have circles anymore, just argument-cubes. :-)
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    The magic item cycle

    Sure, I could see that - and if the a/e/d/u power breakdown is tied to item slot that would be quite easy. I was thinking more in terms of variety/options in effect type, not in getting extra uses. E.g. I can only use one amulet at a time (and perhaps only get x uses/day from all amulets), but...
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    The magic item cycle

    OK, that might work, depending on what else you might need to spend the gold on. Additionally, if part of the role of magical items is to provide new powers, rather than just purely statistical benefit, it may be useful to keep a couple of extra items beyond your 10 slots to swap out.
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    The magic item cycle

    Isn't the default assumed party of size 5 or 6? And the article says 4 items for the party per level. That means in expectation there should be less items than party members for each level, or equivalently each individual character should expect to get a new magical item less often than...
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    D&D 4E 4e: Death of the Bildungsroman

    While the style of play that starts characters as youths straight off the farm who can't do much is somewhat common, I agree with making this no longer the default. I have great faith that someone (3PPs, houserulers, or WotC themselves) will develop a reasonable system for doing...
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    Warlord At-Will Powers level 1 via June Preview

    Hmm, well, I'd like it better if the warlord didn't have to be in melee range to use this. But even if that is the case, give the Warlord a reach weapon, and he can still use it by standing behind the ally.
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    Warlord At-Will Powers level 1 via June Preview

    I think this is really useful, but situational (which is why you'd want another at will where you attack directly). Though if it is true that you always count as your own ally, you could use this on yourself to make a melee attack if you needed to (e.g. if your other at will is a ranged power)...
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    Keep on the Shadowfell preview

    3/4-crazed obsessive: Just wanted to ask again about Fighter & Rogue utility powers (in case you overlooked the question). Thanks!
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    Keep on the Shadowfell preview

    Can you give any details/impressions of what Martial utility powers look like? Also, thanks!
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    D&D 4E 4e - Crafting mundane items.

    I would think you'd use the same mechanical subsystem as crafting magical items. They've said that to make magical weapons/armor you'll have to make a "masterwork" mundane item - so making a regular mundane item should be similar.
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    Some crunch from Rich Baker

    Sure, but to be a toolkit it just needs to be easy to modify/houserule. D&D can do that while still having strong default archetypes undergirding each class - and thus default defining class features. Edit: To clarify, I think its important that the system is flexible enough to make clerics...
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    WotC GregB: Alchemy

    Make it so that alchemical weapons are dangerous to use unless you have the appropriate skill/feat. If you give the Greek fire to Joe Fighter who doesn't have Use Alchemical Device, there's an X% chance he sets off the flask in his hand when he tries to throw it.
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    Atypical Clerics and Wizards who like versatility

    Since the pregen wizard didn't get any utility powers, its possible that the wizard may have a "pick one of three" aspect to its utility spells just like the dailies. But, we don't know.
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    Some crunch from Rich Baker

    Since we're talking about balance (and how making Turn Undead not the default power would affect balance), I wonder if the monster creation guidelines include any adjustment for Undead to account for their vulnerability to turning. If they don't, or if its small, then getting rid of turning...
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