Airbender game design needs


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4e: Interesting undertaking, though I'm afraid I don't use 4e that often. I find it not free-flowing enough in its mechanics for my play style; it is fun, however, and great for pickup games. A great resource, certainly, so thank you.
(an observation and an opinion: the Earthbending at-will of shifting terrain shouldn't need allies, it should just be "you move a character X squares on a hit". Allies are superfluous to whether or not the earthbender moves/shifts the earth)


Here's a neat little wiki: Avatar Wiki | Avatar: The Last Airbender characters, episodes, elements, and more!



Over all, I think the issues in character creation are how many different moves a character knows; the difference between the numeric bonuses and the expansion of their list of powers (two different things, mind you); and the difference between an Avatar and normal benders (broad mastery vs. specific focus: if they have an equal # of feats/powers, then the Avatar will only have minor abilities spread out, compared to a focused build for a single-element bender, who can top off their list of powers and moves quickly).






Garrowolf: I'll check the changes on my day off. I have some ideas for an avatar (16 or so, older character, already mastered the bending aspect), but I suppose we could discuss the setting the story would be run in. I'm all GM'd out, and I want to *play*.
Maybe we could find a GM to run a game, and you could try out your system as a player?
I think PMing would be a good idea
 

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