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Arcana Evolved/Diamond Throne conversion
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<blockquote data-quote="WhatGravitas" data-source="post: 4345668" data-attributes="member: 33132"><p>The witch is, IMHO, suffering from the fact that it was a pretty murky class in AE as well - nice flavour... but a bit like the 5th wheel - it dabbled a lot.</p><p></p><p>Akashic, well, I think an akashic could be a bit like a warlord, as you said, (remembering tactics) with some more supernatural, but subtle, abilities, like telepathy (reading memories of the last seconds and so on), giving it a bit of a more flexible slant (though he should stay the hell out of high-damage territory).</p><p></p><p>Totem warrior screams "builds" - if you adhere to the powers of your build (like the warlock), you get more out of it.</p><p></p><p>I think the roles are a nice way to classify the main job of a class - in AE, the classes had also a certain niche, the warmain was usually the frontline guy and so on.</p><p></p><p>But, in the AE spirit of "more option, more choice", I think it would be better to do a more graded system - a class would get its main role, like 4E, but also gets powers to do well in the other roles, just less well. And perhaps a sort of "non-role", which it doesn't get - usually.</p><p></p><p>Under this system, I'd look at it like that:[code]</p><p>[B]Class Main Role Non-Role[/B]</p><p>_______________________________________</p><p>Akashic Leader Striker</p><p>Greenbond Leader Defender</p><p>Mage Blade Defender Leader</p><p>Magister Controller Defender</p><p>Oathsworn Striker Controller</p><p>Ritual Warrior Defender Leader</p><p>Totem Warrior Striker Leader</p><p>Warmain Defender Controller</p><p>Witch Controller Leader</p><p>Unfettered Striker Defender[/code]</p><p></p><p>EDIT: By these "extra roles" beside your main role, I that your powers should tend to gravitate to these roles as extra to the normal effects. For example the warlock in the PHB has a controller-ish slant, if he goes fey (messing with them) or infernal (area effects). In that way, classes should get about four powers per level, two "pures", and one with a slant to the "sub-roles".</p><p></p><p>That would allow picking up these extra roles relatively painlessly, without compromising the main role.</p><p></p><p>Cheers, LT.</p></blockquote><p></p>
[QUOTE="WhatGravitas, post: 4345668, member: 33132"] The witch is, IMHO, suffering from the fact that it was a pretty murky class in AE as well - nice flavour... but a bit like the 5th wheel - it dabbled a lot. Akashic, well, I think an akashic could be a bit like a warlord, as you said, (remembering tactics) with some more supernatural, but subtle, abilities, like telepathy (reading memories of the last seconds and so on), giving it a bit of a more flexible slant (though he should stay the hell out of high-damage territory). Totem warrior screams "builds" - if you adhere to the powers of your build (like the warlock), you get more out of it. I think the roles are a nice way to classify the main job of a class - in AE, the classes had also a certain niche, the warmain was usually the frontline guy and so on. But, in the AE spirit of "more option, more choice", I think it would be better to do a more graded system - a class would get its main role, like 4E, but also gets powers to do well in the other roles, just less well. And perhaps a sort of "non-role", which it doesn't get - usually. Under this system, I'd look at it like that:[code] [B]Class Main Role Non-Role[/B] _______________________________________ Akashic Leader Striker Greenbond Leader Defender Mage Blade Defender Leader Magister Controller Defender Oathsworn Striker Controller Ritual Warrior Defender Leader Totem Warrior Striker Leader Warmain Defender Controller Witch Controller Leader Unfettered Striker Defender[/code] EDIT: By these "extra roles" beside your main role, I that your powers should tend to gravitate to these roles as extra to the normal effects. For example the warlock in the PHB has a controller-ish slant, if he goes fey (messing with them) or infernal (area effects). In that way, classes should get about four powers per level, two "pures", and one with a slant to the "sub-roles". That would allow picking up these extra roles relatively painlessly, without compromising the main role. Cheers, LT. [/QUOTE]
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