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I'd have to say the new attack from Silk Spray is well out of line as a racial power. It should match an at-will power at most. This ability didn't need to be improved in the first place. The previous Silk Spin was fine with just the change to its duration, which I think is an improvement.

It is an encounter power...not sure what you mean by "out-of-line" or match an "at-will power". We felt the original larvite was too weak in the original writeup. The new silk spray encounter power is no more powerful than the dragonborn's breath weapon...perhaps I am missing something? Care to elaborate?
 

It is an encounter power...not sure what you mean by "out-of-line" or match an "at-will power". We felt the original larvite was too weak in the original writeup. The new silk spray encounter power is no more powerful than the dragonborn's breath weapon...perhaps I am missing something? Care to elaborate?

The half-elf's Dilettante racial power allows the character to use an at-will power of another class as an encounter power. That suggests that a racial ability that grants an attack more powerful than any class's 1st level at-will attacks is likely to be overpowered compared to the standard races.

The dragonborn's breath weapon merely does damage. Immobilising a creature for multiple rounds (by a save ends condition) is a much stronger effect, since immobilisation can prevent a creature making melee attacks and prevent it escaping from other attacks, even from flanking.

Silk Spray has a longer range than the dragonborn's breath weapon, allowing the character more opportunities to use it without personal danger.

You've allowed an attack at ability +2 vs. non-AC defence, which gives it an enhanced ability to hit compared to the expected progression of attack bonuses and defences. That enhancement should be reserved for powers that sacrifice effectiveness for an enhanced probability of hitting. The dragonborn's breath weapon, for example, struggles to match what the dragonborn could do by using the same standard action for a fighter attack.

I'm also concerned that you're using a mechanic from Paragon-level monster powers by applying effects on a failed save. That stretches the effect of the power over multiple rounds which, in itself, is closer to what a class's daily powers should do.

The immobilisation effect is my greatest concern. If you dropped that and reduced the range to 5 squares, I think slow (save ends) would be OK as an effect and the attack line would not have to change. I still don't think the race needs an extra attack.
 

The immobilisation effect is my greatest concern. If you dropped that and reduced the range to 5 squares, I think slow (save ends) would be OK as an effect and the attack line would not have to change. I still don't think the race needs an extra attack.

What you say does make sense. Perhaps we became a bit overzealous with this attack. I agree, it would be better balanced if we dropped the immobilization part and decreased range. In play-testing, the immobilization just never came up as the target always made its save, time after time. But the possibility is a bit powerful. So... it is done- we used your suggestion! You can now download the update from RPGnow.

Thanks!
 

What you say does make sense. Perhaps we became a bit overzealous with this attack. I agree, it would be better balanced if we dropped the immobilization part and decreased range. In play-testing, the immobilization just never came up as the target always made its save, time after time. But the possibility is a bit powerful. So... it is done- we used your suggestion! You can now download the update from RPGnow.

Thanks!

Thanks, that was quick! Quite likely I am biased the other way, after playing through an encounter with ghouls where several party members were immobilised for 3 or 4 rounds while being mauled and hit with area attacks by other creatures.
 

Was just reading through the re-revised Entobians and a few things caught my eye.

The bonus from midlegs in difficult terrain is a little confusing for me to figure out, is there a simpler way to say exactly what the bonus they get is?
I don't think it would be unbalancing to change the power swap racial powers to non-power swap racial powers, especially since as is, it'd be very tempting to trade them out for higher level class powers.
The Coleophite's Hard Shell power: Perhaps change it to a move action since forgoing all actions until the start of the next turn could be pretty detrimental to a melee-type character (which is what most Coleophites will probably be) as they will be unable to make OAs or benefit from attacks granted by allied Warlords. Giving up a standard action to just sit tight is pretty rough on its own.
The Moscanite's Acid Spit power: Maybe make it the str or dex or con stat for the attack stat. As is, only con based warlocks will have a con score high enough to really make use of the power. Even though +2 con and +2 dex are useful to more classes than just con based warlocks (and as such more than just warlocks will choose to become Moscanites)
The Eulite's Electric Burst power: Minor typo that says 'Acid Spit' where it should probably say 'Electric Burst'.

Sorry if it sounds all complainy, I don't mean it to be, I wouldn't care if I didn't have such a crush on these Entobians for some odd reason.
 
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Sorry if it sounds all complainy, I don't mean it to be, I wouldn't care if I didn't have such a crush on these Entobians for some odd reason.

Nah, your input is greatly welcome. I'd rather revise this race a hundred times (gads I hope I don't have to do that!) than put out a product that is substandard. The entobians, I admit, have been a great challenge.

All of your suggestions were great, and I addressed them all in a recent update. A few suggestions I modified a bit (like instead of precluding the power swap, I just added a sentence at the end metamorphosis feat description that stops you from trading them out for higher level powers.) Sneaky eh? Anyway, good job!

I am glad that you like these guys. They've been "bugging" me ever since I put them out ;)
 

I am glad that you like these guys. They've been "bugging" me ever since I put them out ;)

... A bug pun was going to happen sooner or later :p

The revision looks great, and its amazing (and awesome) how quick you guys are on updates. Just a couple more questions (seriously, feel free to hate me)...
The Poisonous feat says "Any creature
that attacks you with an unarmed attack... " so, just to be clear, anytime the entobian is attacked with an unarmed attack, hit or miss, the attacker takes the damage?
The matron (didn't notice her revision earlier, my bad) picks two of the four ability modifiers to apply... do they have to be two different ones or could they be two of the same? For instance, could a Coleophite/Eulite mix end up with +4 str? (I really have no idea how this would effect balance myself) and... does a larvite/whatever mix retain the Silk Spray power of the larvite?
Also, the Acid Spit power vs the Electric Burst power, I'm guessing the range of the Acid Spit power is the trade off for the smaller damage dice?
 
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... A bug pun was going to happen sooner or later :p

The revision looks great, and its amazing (and awesome) how quick you guys are on updates. Just a couple more questions (seriously, feel free to hate me)...
The Poisonous feat says "Any creature
that attacks you with an unarmed attack... " so, just to be clear, anytime the entobian is attacked with an unarmed attack, hit or miss, the attacker takes the damage?
The matron (didn't notice her revision earlier, my bad) picks two of the four ability modifiers to apply... do they have to be two different ones or could they be two of the same? For instance, could a Coleophite/Eulite mix end up with +4 str? (I really have no idea how this would effect balance myself) and... does a larvite/whatever mix retain the Silk Spray power of the larvite?
Also, the Acid Spit power vs the Electric Burst power, I'm guessing the range of the Acid Spit power is the trade off for the smaller damage dice?

I uploaded a newer version that has wording that is more clear. The electric burst power somehow had the damage of an earlier version as well, so I fixed that too (they do the same damage). You can download the latest revision now.
 

Any chance of getting a physical description of all 10 of the combined forms? We've got Farfalite/Moscanite combo as a dragonfly, and the farfalite/coleophite looks like a dung scarab beetle, but I'm curious as to what you envision the other ones.
 

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