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Avatar: The Last Airbender - Bending styles as classes?
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<blockquote data-quote="Phesic" data-source="post: 4393738" data-attributes="member: 71223"><p>Under the 4E system, this is REALLY easy.</p><p></p><p>Basically, just look at the powers presented in all the character classes, pick and choose the ones that feel "right" for what you are trying to accomplish.</p><p></p><p>The biggest problem is you'll have to limit yourself to warlock, wizard, or cleric powers that don't have [w] damage. Otherwise you'll have to use 1d4 for fists [maybe all the "bending" classes can include escalating damage to fist by tier. I'd do:</p><p>T1: 1d6</p><p>T2: 1d8</p><p>T3: 2d6</p><p></p><p>Feel free to change damage type in order to achieve a flavor match.</p><p>For instance:</p><p><strong></strong></p><p><strong>Cleric 9th daily exploit "Blade Barrier"</strong></p><p> Change the ongoing damage to cold. Describe it as fast moving swirls of razor sharp ice and rename it "Ice Barrier". Perfect for a water bender.</p><p></p><p></p><p></p><p></p><p>Or you can adapt powers that require weapons with just a few changes:</p><p></p><p><strong>The 3rd level Rogue Encounter Exploit "Tricksters Blade"</strong> has a VERY air bender quality to it. Change the Requirement to "Unarmed" and make it Range of 2 (for that fighting at a distance feel) and rename it something like "Confusing Breeze"</p><p></p><p>I'd start with assigning each "bending" class a ROLE. off the top of my head.</p><p></p><p>Waterbender = Leader or Controller (I'd make 2 paths)</p><p>Earthbender = Defender or Controller (again, 2 paths)</p><p>Airbender = Striker</p><p>Firebender = Striker</p><p></p><p></p><p>I'd keep those roles in mind as you choose powers.</p><p></p><p>Just a few thoughts.</p></blockquote><p></p>
[QUOTE="Phesic, post: 4393738, member: 71223"] Under the 4E system, this is REALLY easy. Basically, just look at the powers presented in all the character classes, pick and choose the ones that feel "right" for what you are trying to accomplish. The biggest problem is you'll have to limit yourself to warlock, wizard, or cleric powers that don't have [w] damage. Otherwise you'll have to use 1d4 for fists [maybe all the "bending" classes can include escalating damage to fist by tier. I'd do: T1: 1d6 T2: 1d8 T3: 2d6 Feel free to change damage type in order to achieve a flavor match. For instance: [B] Cleric 9th daily exploit "Blade Barrier"[/B] Change the ongoing damage to cold. Describe it as fast moving swirls of razor sharp ice and rename it "Ice Barrier". Perfect for a water bender. Or you can adapt powers that require weapons with just a few changes: [B]The 3rd level Rogue Encounter Exploit "Tricksters Blade"[/B] has a VERY air bender quality to it. Change the Requirement to "Unarmed" and make it Range of 2 (for that fighting at a distance feel) and rename it something like "Confusing Breeze" I'd start with assigning each "bending" class a ROLE. off the top of my head. Waterbender = Leader or Controller (I'd make 2 paths) Earthbender = Defender or Controller (again, 2 paths) Airbender = Striker Firebender = Striker I'd keep those roles in mind as you choose powers. Just a few thoughts. [/QUOTE]
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