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Avatar: The Last Airbender - Bending styles as classes?
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<blockquote data-quote="knightofround" data-source="post: 5234575" data-attributes="member: 27884"><p>Okay, so I haven't read the books at all, but after seeing the movie I would be against pigeonholing benders to a specific role. In the movie I saw airbending used as controller, defender, and striker. Waterbending as striker and defender (not really leader). Earth was used as defender and striker. Fire was used as striker and controller. In short, benders do not really fit into the 4E leader/striker/defender/controller structure. The only thing they do have in common is the striker element.</p><p></p><p>Multiclass feats might also work, I'd just bend the rules (no pun intended) so you can only select non-[W] powers of matching element from any class out there. But this approach would be somewhat unsatisfying because the base class has such a heavy influence in 4E, particularly the at-will powers.</p><p></p><p>Thankfully, in 4E we a perfect place for flavored strikers: Warlocks. After all, in the PHB it says: You gain your magical power from a pact you forge with a powerful, supernatural force or an unnamed entity. Bender "spirits" would certainly classify, although you might substitute "arcane" for "primal".</p><p></p><p>So if I were to go about putting benders into 4E, I'd make each of them Warlock pacts. Earth would be striker flavored with defender, Water would be striker flavored with leader, Air would be striker flavored with controller, and Fire would be the striker specialist. Of course each pact would have some powers that fill other roles though.</p><p></p><p>Then all you'd have to do is reflavor the eldritch blast to something more appropiate, generate the four pact boons, yoink [Fire/Air/Earth/Water] powers from already existing classes, and you'd be good to go. The only thing you'd need to wave away are the necessity of elements being present in order to use them, and the lack of military weapon/armor proficiency...but those can always be explained away by boon/feat/multiclass.</p><p></p><p>The only downside is that if you wanted to run an all-bender campaign, you couldn't play D&D very well with four strikers, no matter how flavored. But I think that's going to be the only thing that will work easily within the 4E structure, unless you want to create 4 elements x 4 roles = 16 new classes. Or make 4 classes and pigeonhole each element to a role. The pdf linked above is a great example of that, and the four classes are well statted out...but they don't capture the "feel" of bending very well. Running a all-bender 4E campaign just doesn't work because benders are not specialized enough, especially the lack of "leader" role. If you don't want to compromise you'd be better off looking for a different system, or making your own.</p></blockquote><p></p>
[QUOTE="knightofround, post: 5234575, member: 27884"] Okay, so I haven't read the books at all, but after seeing the movie I would be against pigeonholing benders to a specific role. In the movie I saw airbending used as controller, defender, and striker. Waterbending as striker and defender (not really leader). Earth was used as defender and striker. Fire was used as striker and controller. In short, benders do not really fit into the 4E leader/striker/defender/controller structure. The only thing they do have in common is the striker element. Multiclass feats might also work, I'd just bend the rules (no pun intended) so you can only select non-[W] powers of matching element from any class out there. But this approach would be somewhat unsatisfying because the base class has such a heavy influence in 4E, particularly the at-will powers. Thankfully, in 4E we a perfect place for flavored strikers: Warlocks. After all, in the PHB it says: You gain your magical power from a pact you forge with a powerful, supernatural force or an unnamed entity. Bender "spirits" would certainly classify, although you might substitute "arcane" for "primal". So if I were to go about putting benders into 4E, I'd make each of them Warlock pacts. Earth would be striker flavored with defender, Water would be striker flavored with leader, Air would be striker flavored with controller, and Fire would be the striker specialist. Of course each pact would have some powers that fill other roles though. Then all you'd have to do is reflavor the eldritch blast to something more appropiate, generate the four pact boons, yoink [Fire/Air/Earth/Water] powers from already existing classes, and you'd be good to go. The only thing you'd need to wave away are the necessity of elements being present in order to use them, and the lack of military weapon/armor proficiency...but those can always be explained away by boon/feat/multiclass. The only downside is that if you wanted to run an all-bender campaign, you couldn't play D&D very well with four strikers, no matter how flavored. But I think that's going to be the only thing that will work easily within the 4E structure, unless you want to create 4 elements x 4 roles = 16 new classes. Or make 4 classes and pigeonhole each element to a role. The pdf linked above is a great example of that, and the four classes are well statted out...but they don't capture the "feel" of bending very well. Running a all-bender 4E campaign just doesn't work because benders are not specialized enough, especially the lack of "leader" role. If you don't want to compromise you'd be better off looking for a different system, or making your own. [/QUOTE]
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