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  1. M

    Help me make WotC adventures better.

    It's nice to see you coming here, speaking frankly about this subject, and asking for input. A few things pop to mind: 1. Reduce the number of combat encounters. Take the remaining encounters and make most of them large, adventure-critical events. Go for level +3 to level +5 encounters...
  2. M

    Goliath Seeker & Thrown Weapons ?

    From the RPG.net thread spoiling the PHB3: So a goliath could make a decent Str/Wis seeker. If you take Far Throw and use a javelin, you would have a range of 12/22, that's no longbow, but not bad regardless. And you should have good basic attacks, so you could even hop into melee sometimes.
  3. M

    Monsters with half HP and double damage

    To speed up combat in my PBP games, I have used +33% damage/-25% HP to all monsters. I have found that this increases monster damage sufficiently to get the players' attentions. And combat in the paragon tier rarely stretches beyond 6 rounds.
  4. M

    What class for a "smart warrior"?

    Swordmage or avenger use the right ability scores, and use melee weapons, but have a lot of supernatural effects. Maybe if you choose the right powers and reskin them, it would work. Alternatively, I'd just take the fighter or rogue and make all his powers Int or Wis, instead of Str or Dex...
  5. M

    Full roster of PHB3 races known yet?

    I think that is a wilden seeker.
  6. M

    Trying to figure out how paragon classes are made?

    No hard and fast rule, I am afraid. Some PPs have great features, but lackluster powers. Others are vice versa. The level 16 feature is usually the defining feature of the class, but not always. My best advice is, look at some good PPs from various sources and use them as guidelines. Then...
  7. M

    Gunslinger?

    Would a whole new class be required? Perhaps tweaking the archery ranger or ranged rogue powers? I guess you'd probably want to change the class abilities, but hunter's quarry would be a pretty good Deadeye Shot ability. Couple that with Prime Shot, and maybe the rogue's First Strike (a sort...
  8. M

    Astral Dreagnaught Solo Encounter Design for tonight

    Maybe you could expand the encounter inside the astral dreadnought? I kinda like the idea of having the party fighting both inside and outside the monster. Maybe some githyanki have been stuck inside the astral dreadnought for years, and even have a sort of self-sufficient colony inside of it...
  9. M

    Houseruled Twin Strike

    Based on how the assassin multiattack powers are formulated. The whirling barbarian might also be a good model. Target: One or two creatures Attack: Str vs. AC (melee; main weapon and off-hand weapon) or Dex vs. AC (ranged). If you attack one creature, roll two attack rolls and resolve them as...
  10. M

    Elemental Perfection Epid Destiny?

    There are a few with an elemental theme -- Prison of the Winds (related to the wind primordial Heur-Ket) Storm Sovereign (thunder and lightning) Avatar of Storm (divine-themed thunder and lightning ED) Winter Sovereign (fey-themed cold ED) I think you could write one single epic destiny with...
  11. M

    Archer Bard 2nd At-Will Ideas?

    There are songbows now, from AV2, that function as implements for bards. I'd still grab one of the ranged implement powers. When he closes to heal, he can use one of them. And you're not always going to be able to hang back 20 or 30 squares. Having an at-will that targets Will or Reflex...
  12. M

    Level 21 solo Dracolich

    Neat dracolich. Multiple turns per round really seems to be the way to go with solos, I agree, especially at higher levels. I've been really working on my solo encounters, and continue to be disappointed with them, or rather, I feel like I am not using or designing them to their full...
  13. M

    Is an 18/19/20 an absolute must?

    Note that class and weapon choice also matter. Fighters and rogues get +1 to attack rolls with specific weapons, and going for a +3 prof weapon over a +2 makes a difference, too. I played an eladrin taclord with a 16 Str and 18 Int. I relied a lot on Commander's Strike, and waiting for combat...
  14. M

    Epic Taclord help?

    Tactical warlords really depend on the right party composition. Since they are all about granting attack bonuses and free basic attacks in melee, you need a critical mass of melee party members to work with. Fighters, barbarians, TWF rangers, and wardens spring to mind -- rogues also work, if...
  15. M

    Warlocks curse question

    No, you do not. To get Warlock's Curse as a multiclass warlock, you need the Student of Malediction feat from Arcane Power.
  16. M

    Making Polearm Gambit accessible at Heroic Tier

    I dunno, a -4 penalty can be pretty easily overcome by a fighter with a decent Wisdom and Blade Opportunist and/or Combat Reflexes. And Polearm Gamble is a very juicy feat.
  17. M

    A change to Power Attack

    What if the amount of bonus [W] damage scaled in some way with the base [W] damage of the power? Like +1[W] for powers with base damage up to 5[W], and +2[W] for 6[W] or more. Or scaled with tier, like the current Power Attack feat -- +1[W] at heroic, +2[W] at paragon, +3[W] at epic. Maybe...
  18. M

    reaching paragon and taking a path

    Paragon paths are very important to the power level of paragon-tier characters. The other option you speak of is paragon multiclassing, which is generally regarded as weaker than choosing a paragon path in the majority of cases, though it works well with specific combinations and has many...
  19. M

    Using the Monk Power Structure with other Classes

    You're really hitting the house rules hard today :) This is an extremely intriguing idea. This could really open up a huge design space for making at-will powers that look and play very differently. It would also offer a completely new facet to balancing at-will powers. A mediocre (or even...
  20. M

    Need help wrapping my head around the cosmology.

    Well, the Feywild and Shadowfell are basically reflections of the Material Plane (what they call "the world"). When they say eladrin build on the edge of the Feywild, they're really somewhere where the boundary between the world and the Feywild is thin, so creatures, and even whole cities, can...
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