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    Warder (Arcane Defender) - Levels 1-3 [Updated 7/7]

    I understand, but I like constrained design. Creating a ranged defender is the goal, the Warder grew out of that... rather than the other way around. It wouldn't exist without that constraint. I think the Warder is the natural expression of the desire to make a ranged defender, so I doubt I'll...
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    Warder (Arcane Defender) - Levels 1-3 [Updated 7/7]

    I've updated the .pdf in the initial post with the various improvements discussed. The daily powers remain AoE, pretty much everything else is single target or very limited against multiple targets.
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    Warder (Arcane Defender) - Levels 1-3 [Updated 7/7]

    Basically, give the Ward its own Armour bonus. I like the +impliment bonus to AC... how would that work for other defences though? I'll give it a little thought. You know Warder is probably a better name than Ritualist. Lord Kiwi,
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    Warder (Arcane Defender) - Levels 1-3 [Updated 7/7]

    MS Word and a free bit of software that lets you print to PDF (available here). I could probably make an empty template for you to write your own class into if you liked. I did say I thought it was too powerful :P I need to remove the Controller abilities from it then and leave it as a pure...
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    More powers, no replacements?

    Balance wise that seems fine to me. You always get a little extra power from extra options, but since those options are weaker than normal it should be ok.
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    Warder (Arcane Defender) - Levels 1-3 [Updated 7/7]

    I've written what I think is a viable ranged arcane defender, as an experiment to create an unusual class. I think it fits the bill without having to wade into melee, but you can judge for yourself, details of the first two levels are in the attached PDF. I think it may be too powerful at the...
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    Stopping the "extended rest after every encounter"

    @Goblyns_Hoard: I do spend most of my time DMing, but I'd rather find a way to let the players make full use of the system while still playing the game I want to play. I'm not saying the 'one encounter work day' wouldn't annoy me as a GM (although it's never come up), I'd definatly try to stop...
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    Power Attack still sucks

    I think Power Attack is viable as is, but some other interesting ways of implimenting it... 1> Spend an AP to turn a hit into a critical. 2> If you miss, your next attack gets the damage bonus. This is calculated per attack roll, not per power used.
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    Fighter At-Will: No Quarter

    For an at-will powere you'd want to make the effects more subtle... +4 damage -2 defences or something similar. It does sound better as an Encounter power if you want a more pronounced effect. As a feat, I'd suggest it could be a Paragon tier follow-on to Power Attack that allows you to turn...
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    SWSE style Damage

    I attacked the group Warlord with an Elf Scout (straight form the MM) last night and one shotted him with the rend power. I don't think I'll be upping everyone's damage any time soon.
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    Player Option: Fewer Dailies, More Encounter powers

    It would create the sort of imbalance in readiness found in groups in earlier editions... the Encounter Only power character is weaker in the short term but more powerful over lots of encounters. Maybe less so, Wizards used to have Daily powers only and Fighters had At-Will only, but it does...
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    D&D 4E Anyone make a Binder class for 4E?

    I'm certainly going to take my idea a bit further (and drift it a little from the original to fit 4e slightly better) but it's only been a day and it'll take time.
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    Stopping the "extended rest after every encounter"

    A lot of D&D is about finding optimal strategies for success, and the only concrete tool the players have for this is the rules. A rule to avoid players resting after every encounter is no different from the rule fixing sword damage at 1d8 instead of letting the players choose how many dice to...
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    Stopping the "extended rest after every encounter"

    I don't see how plot can be anything but a stick. The plot solution seems to be 'If you rest something bad will happen'. You could say 'if you don't rest something good will happen' but I doubt the players will see it like that. I think it's a problem that can be resolved OC, through RP...
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    Stopping the "extended rest after every encounter"

    They do seem to support (but not encourage) fighting for several encounters at a time, and with apropriate level encounters and some resource management it's quite an easy game really. I'll still experiment with some kind of Adrenaline Point system (to replace Action Points) to let characters...
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    Stopping the "extended rest after every encounter"

    They can only encounter what you let them... so make sure either whatever they do it's a worthwhile fight or disallow encounters that are too easy (you can set an XP limit if you like). I'm not saying the suggestion is polished and ready for play, just that a system could exist in D&D to...
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    Stopping the "extended rest after every encounter"

    That is one way of looking at it, but if you want to encourage players to do that, instead of resting between every fight, why not mechanically reinforce it?
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    Stopping the "extended rest after every encounter"

    In narratives, the Protagonist almost always gets stronger. The most obvious examples are most popular Anime, where the more they get beat up the bigger attacks they do, but it's also the case in films, novels and most other stories. i.e. The shot a Protagonist couldn't make in training at the...
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    Stopping the "extended rest after every encounter"

    You can fix it in the story easily enough, or OOC, but another option is to provide the players with a balancing factor... After 1 Milestone all their daily powers do +[1W] damage (or similar) After 2 Milestones they do +[3W] damage (or similar) At 3 Milestones and onwards they can choose a...
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