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4e Genasi using the four element model
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<blockquote data-quote="BendBars/LiftGates" data-source="post: 4285541" data-attributes="member: 58779"><p>Do we know anything else about what the WotC genasi will look like? I know there's a working version of them floating around their office, because <a href="http://forums.gleemax.com/showthread.php?t=1036898" target="_blank">Chris Tulach is playing one</a>. So, they're one race. How does that work? Do you pick traits to select your specific element? Are they all just a mix of elements and you get to pick whatever combination of element powers you want?</p><p></p><p>I'm guessing we don't know.</p><p></p><p></p><p></p><p>Back to the O.P. I really like what you've done here. I'll make any suggestions that I can think of, but thanks for posting this.</p><p></p><p>I would lose the low-light vision. I don't see it as contributing to the genasi flavor, and if you get rid of it you can replace it with something more flavorful.</p><p></p><p>I always feel bad for water genasi, because it's hard to make their abilities as cool. Mist and concealment are cool (though, you must admit), are sort of peripheral to the element. Here are some ideas for powers that they might get (I think we can all agree that Create Water has always been pretty weak).</p><p></p><p>Give water genasi an encounter power based on the ochre jelly ability called Flowing Form that lets them shift, plus shift a number of extra squares equal to their Dex modifier as a move action.</p><p></p><p>I would rather see water genasi get the "turn insubstantial" ability that air genasi currently have. Air genasi can get something else, since they're not hard to write for.</p><p></p><p>For a regular campaign, of course, I would say the elemental resistances are better as lightning-air and cold-water.</p><p></p><p>Personally, I prefer for genasi to not have really flashy, attack-based powers. But that's probably just the old edition. It's a personal choice, though. I would rather see fire genasi get an at-will Produce Flame power that makes a torch-equivalent flame in their palm (maybe toss in an application as a minor attack power), instead of Orb of Fire. To make up for the reduction in utility, they could get something else as well.</p><p></p><p>Fire genasi could have a power similar to the one that I described for water genasi, where they suddenly surge in one direction and get to shift several squares.</p><p></p><p>Air genasi could have a daily ability where, as a standard action, they can move double their speed, including through occupied spaces. Or they could get an ability that sort of mimics the Jump power for Wizards.</p><p></p><p>Air genasi could get their Int bonus added to the ranges for weapons.</p><p></p><p>I don't like air genasi being Breathless. It seems to cut them off from interacting with their native element. I'd rather see them hold their breaths double (do rules for that exist in 4e?) but still need air.</p></blockquote><p></p>
[QUOTE="BendBars/LiftGates, post: 4285541, member: 58779"] Do we know anything else about what the WotC genasi will look like? I know there's a working version of them floating around their office, because [URL=http://forums.gleemax.com/showthread.php?t=1036898]Chris Tulach is playing one[/URL]. So, they're one race. How does that work? Do you pick traits to select your specific element? Are they all just a mix of elements and you get to pick whatever combination of element powers you want? I'm guessing we don't know. Back to the O.P. I really like what you've done here. I'll make any suggestions that I can think of, but thanks for posting this. I would lose the low-light vision. I don't see it as contributing to the genasi flavor, and if you get rid of it you can replace it with something more flavorful. I always feel bad for water genasi, because it's hard to make their abilities as cool. Mist and concealment are cool (though, you must admit), are sort of peripheral to the element. Here are some ideas for powers that they might get (I think we can all agree that Create Water has always been pretty weak). Give water genasi an encounter power based on the ochre jelly ability called Flowing Form that lets them shift, plus shift a number of extra squares equal to their Dex modifier as a move action. I would rather see water genasi get the "turn insubstantial" ability that air genasi currently have. Air genasi can get something else, since they're not hard to write for. For a regular campaign, of course, I would say the elemental resistances are better as lightning-air and cold-water. Personally, I prefer for genasi to not have really flashy, attack-based powers. But that's probably just the old edition. It's a personal choice, though. I would rather see fire genasi get an at-will Produce Flame power that makes a torch-equivalent flame in their palm (maybe toss in an application as a minor attack power), instead of Orb of Fire. To make up for the reduction in utility, they could get something else as well. Fire genasi could have a power similar to the one that I described for water genasi, where they suddenly surge in one direction and get to shift several squares. Air genasi could have a daily ability where, as a standard action, they can move double their speed, including through occupied spaces. Or they could get an ability that sort of mimics the Jump power for Wizards. Air genasi could get their Int bonus added to the ranges for weapons. I don't like air genasi being Breathless. It seems to cut them off from interacting with their native element. I'd rather see them hold their breaths double (do rules for that exist in 4e?) but still need air. [/QUOTE]
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