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Balance question: Replacing Dailies with Encounters
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<blockquote data-quote="Nemesis Destiny" data-source="post: 6096021" data-attributes="member: 98255"><p>[MENTION=6696971]Manbearcat[/MENTION]</p><p></p><p>That's fine, I can just ctrl+c, ctrl+v into a text file or google doc <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I am interested in how far a class like that can be pushed because I have a player that wants a very specific character concept that I'm having trouble making with the existing material. On the one hand I think he may be reaching for too much in one package, but on the other hand I want to be able to allow him to play the kind of character he wants to play.</p><p></p><p>Basically the gist is an idea he took from Fable: Journeys (which I think is kind of lame, but whatever) - he wants a character that (1) Can mark at range, (2) Can punish the mark by pushing the enemy away from the target ally, (3) Can fight competently with a sword, and (4) can cast an at will Force, Fire, and Lightning spell, and make them into a burst sometimes. He wanted to duplicate the "redirect" ability as well, but I figure that Magic Missile can cover that.</p><p></p><p>I haven't played this game, but he showed me the demo and some youtube videos, so I have an idea what he's after. I couldn't think of a way to make it happen without a convoluted chain of feats and even then I wasn't sure it was all that workable. I tried throwing together a custom class, but I was worried it was too powerful and tried to do too much. The biggest worry I have is with the theoretical potency of item #2.</p><p></p><p>The best thoughts I had for accomplishing his goals would be to build it off either a Swordmage or Bladesinger chassis.</p><p></p><p>Anyway, this is a huge digression from the original topic, but your modified Bladesinger got me thinking <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Nemesis Destiny, post: 6096021, member: 98255"] [MENTION=6696971]Manbearcat[/MENTION] That's fine, I can just ctrl+c, ctrl+v into a text file or google doc :) I am interested in how far a class like that can be pushed because I have a player that wants a very specific character concept that I'm having trouble making with the existing material. On the one hand I think he may be reaching for too much in one package, but on the other hand I want to be able to allow him to play the kind of character he wants to play. Basically the gist is an idea he took from Fable: Journeys (which I think is kind of lame, but whatever) - he wants a character that (1) Can mark at range, (2) Can punish the mark by pushing the enemy away from the target ally, (3) Can fight competently with a sword, and (4) can cast an at will Force, Fire, and Lightning spell, and make them into a burst sometimes. He wanted to duplicate the "redirect" ability as well, but I figure that Magic Missile can cover that. I haven't played this game, but he showed me the demo and some youtube videos, so I have an idea what he's after. I couldn't think of a way to make it happen without a convoluted chain of feats and even then I wasn't sure it was all that workable. I tried throwing together a custom class, but I was worried it was too powerful and tried to do too much. The biggest worry I have is with the theoretical potency of item #2. The best thoughts I had for accomplishing his goals would be to build it off either a Swordmage or Bladesinger chassis. Anyway, this is a huge digression from the original topic, but your modified Bladesinger got me thinking :) [/QUOTE]
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