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  1. Z

    Power recharging - mana pool

    If I simplified the costs and made everything cost the same (1 EMP, or 1 DMP and 1 EMP), the revised table would probably look something like this: Encounter Mana Pool Lvl 01: 2 Lvl 03: 3 Lvl 05: 4 Lvl 07: 5 Lvl 09: 6 Lvl 11: 7 Lvl 21: 8 Daily Mana Pool: Level 01: 1 Level 02: 2 Level 05: 3...
  2. Z

    Balancing Single-Attack Powers with Multi-Attack Powers

    This is a very interesting idea, and I think it should get another look. It's much simpler than my proposed houserules, which is a HUGE plus. My gut reaction is I'm not sure if it works. It'll probably work for Tempest Fighters, but Rangers will still be by far the highest DPR class in the...
  3. Z

    Balancing Single-Attack Powers with Multi-Attack Powers

    Crossposted with comrade raoul. I know, I had the post screen up for a long time :P. I thought it was fairly common knowledge that multi-attack powers such as Twin Strike are too good? And that's a major reason behind the Ranger and Tempest Fighters dealing so much DPR? Compare Rain of Blows...
  4. Z

    Power recharging - mana pool

    How much do you think utilities are worth relative to attack powers? I'm guessing you think utilities are worth more than 1/2 of an attack power. Would increasing it to 2/3 be enough or too much? As far as the spamming powers thing goes, I'm not sure your previous idea works. "One idea you...
  5. Z

    Battlerager and Tempest fixes?

    Well, I think Great Weapon might need a buff. Problem is, Great Weapon is supposed to deal more damage than Tempest. There is no way this is going to happen without either nerfing multi-attack powers something fierce, or like giving Great Weapon fighters 1.5x damage. Again, this is not a...
  6. Z

    Battlerager and Tempest fixes?

    You can nerf Battleragers by lowering temporary hit points gained to 1/2 your Con mod, same for the Invigorating keyword. The Tempest's damage output is a problem with multi-attack powers in general. See this thread for some ideas to mitigate this.
  7. Z

    Balancing Single-Attack Powers with Multi-Attack Powers

    Option 0: comrade raoul's fix Suggested Houserule: All non-Ranger at-will or encounter powers that hit more than once must be made against separate targets. Non-Ranger multi-attack encounter powers that have an effect resulting from hitting the same target more than once are instead bumped up...
  8. Z

    Power recharging - mana pool

    Again, I'm really worried about using at-will powers to recharge your mana pool. I'd recommend some other way of shortening combat instead, like damage to bloodied creatures being increased by 1/2 * level. I like the expanded power selection rule. More options is good :). Here's how I'd do...
  9. Z

    D&D 4E Bigger Faster Stronger 4e Fixes

    Fix 1: Why not just add 1/2 level damage to all attacks on a bloodied target? Speeds things up, makes being bloodied more dangerous, and less bookkeeping! I'm sure Fix 2 is broken in some way, but that might not matter :p. For example, the extra damage weapon powers basically turn your...
  10. Z

    Paragon Path: The Theatrical Player

    What classes are you intending this PP for? I dislike how the 16th level power requires the use of certain class's powers, if you're intending it for every class. I'm also not sure Uncanny Mimicry's effects are well designed. The damage is pretty comparable to that of other PP dailies. The...
  11. Z

    Power recharging - mana pool

    I think the simplest way to implement this system would be to have two mana pools, one for encounter attack and utility powers (and possibly some other things) and one for daily attack and utility powers. You basically start with 1 in each and gain 1 in the appropriate mana pool every time...
  12. Z

    Zelc's Puppeteer

    Reserved, just in case.
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    Zelc's Puppeteer

    Comments This class is designed to straddle two puppeteer archetypes: ones that use a few powerful puppets (i.e. Kankuro from Naruto) and ones that use many weak dolls (i.e. Alice Margatroid from Touhou). I know there is another thread for puppeteers on this board, but I’m envisioning this...
  14. Z

    Zelc's Puppeteer

    Feats General Feats Kick-Fighting (Heroic) Prerequisites: Trained in Acrobatics Benefit: Choose one of the following powers: Defensive Kick, Shifty Kick, or Unbalancing Kick. You gain that power as an at-will power. Defensive Kick Your kick gives you the cover you need to move into position...
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    Zelc's Puppeteer

    Paragon Paths Still to come…
  16. Z

    Zelc's Puppeteer

    Powers (Continued) Saved for space.
  17. Z

    Zelc's Puppeteer

    Powers Level 1 At-Will Powers Bullet Doll You hold out a doll, and it sprays energy bullets at your enemies. At Will *** Arcane, Doll 1, Implement Standard Action *** Range 5 Target: One creature, or two creatures no more than 3 squares apart from each other. Attack: Dexterity vs. Reflex, one...
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    Zelc's Puppeteer

    Puppeteer /* Stuff between these symbols are comments. :) */ Balance! Are the class abilities too good? Type out puppet actions and gaining new puppets and Call Puppet ritual and doll stats. Fluff the Holy Symbol Clone. Reorganize info, reduce redundancy, etc. to make this easier to read...
  19. Z

    D&D 4E [4e] Readied Slow vs. Double Move

    Oops. So 4 squares total then.
  20. Z

    D&D 4E [4e] Readied Slow vs. Double Move

    First of all, readied actions are immediate reactions and thus the enemy should get the full amount of its first move before your attack goes off as reactions don't interrupt an action. Afterwards, I'd rule that if it wishes to double move further, he can move 2 squares. I'd check the move...
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