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[4e] Theme balance, power and utility and other thoughts. (Spoilers)
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<blockquote data-quote="Tukka" data-source="post: 6162486" data-attributes="member: 6668048"><p>Thanks for your comments and ideas. I'll look into incorporating some of them when my party reaches level 10 (still a ways off, we just finished Adventure 2).</p><p></p><p>I admit I do like for things to be balanced. Although I do think the Martial Scientist is a bit on the strong side, my main concern is making sure all of the themes have powers that will be fun and useful, and see actual use in the game, without adding too much in terms of complexity and stuff to track.</p><p></p><p>With regard to having skills the players can depend on, I think that is already the case even without those 1 to 7=8 abilities. Outside of combat and skill challenges, characters can usually take 10 on checks (it's not an option that's emphasized much in 4e, but it's there). When it comes to skill challenges, a specialized character will still tend to succeed on Easy/Moderate checks even with poor rolls.</p><p></p><p></p><p></p><p>Yeah, that is a bit tricky. Also, a player can use Quick Draw or a battle harness in combination with multiple firearms to partially get around any action-based limitation on their use (gideonpepys's pricing of the guns addresses that somewhat, though).</p><p></p><p>I also feel that a Gunsmith character who invests a feat or two should be able to use firearms as primary weapons 100% effectively from level 1, so if you do go the route of making Firearms Expertise work like Crossbow Expertise, and have Speed Loader make firearm reloading a move action, I would give Gunsmiths ammo clips at level 1.</p><p></p><p>That said, I don't firearms are too bad the way the are right now... just a bit awkward. Some level of awkwardness is probably impossible to avoid, though.</p></blockquote><p></p>
[QUOTE="Tukka, post: 6162486, member: 6668048"] Thanks for your comments and ideas. I'll look into incorporating some of them when my party reaches level 10 (still a ways off, we just finished Adventure 2). I admit I do like for things to be balanced. Although I do think the Martial Scientist is a bit on the strong side, my main concern is making sure all of the themes have powers that will be fun and useful, and see actual use in the game, without adding too much in terms of complexity and stuff to track. With regard to having skills the players can depend on, I think that is already the case even without those 1 to 7=8 abilities. Outside of combat and skill challenges, characters can usually take 10 on checks (it's not an option that's emphasized much in 4e, but it's there). When it comes to skill challenges, a specialized character will still tend to succeed on Easy/Moderate checks even with poor rolls. Yeah, that is a bit tricky. Also, a player can use Quick Draw or a battle harness in combination with multiple firearms to partially get around any action-based limitation on their use (gideonpepys's pricing of the guns addresses that somewhat, though). I also feel that a Gunsmith character who invests a feat or two should be able to use firearms as primary weapons 100% effectively from level 1, so if you do go the route of making Firearms Expertise work like Crossbow Expertise, and have Speed Loader make firearm reloading a move action, I would give Gunsmiths ammo clips at level 1. That said, I don't firearms are too bad the way the are right now... just a bit awkward. Some level of awkwardness is probably impossible to avoid, though. [/QUOTE]
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[4e] Theme balance, power and utility and other thoughts. (Spoilers)
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