Brainstorming for future Feedback Podcast

Rechan

Adventurer
At the end of the new Podcast, Noonan asks for questions they will answer in the next Podcast.

He specifically says, "Go to the Wizards' site, look at the Design and Developments articles, and after reviewing those articles, send us some questions based on what you can learn from there."

So, I'd like to open the floor for us to brainstorm on possible questions. Let's come up with the best, so that our curiosities and concerns can be met. :)
 

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I'd like to hear some of these weapon manuevers for fighters. Personally I want to hear some of what can be done with a rapier.
 




Here are the questions I asked.

Much has been talked about regarding Wizard's implements. It has been said that they have changed since the Races and Classes book, which described them in a similar way to the Design and Development article. Could you set the record straight? How do wizard implements work now?

In "Your Scary New Friend: The Warlock" warlocks are described as having curses, and a podcast described the warlock as using these to get the "striker" style single-target-damage. However, these curses were mentioned as being "nerfy," and hopefully being changed in the future. Has this been changed, and if so, to what?

What does "Prof. 2" in the article "Critical Hits" mean?

Why is it that Shot on the Run/Spring Attack are being turned into Powers? As they "unlock a new way to use an action," would it be better keep them as a feats?

The supposed move of Two-Weapon Fighting from a feat to a power is very scary to many players. Why was this move made, and is it still easily accessible to any character who wants it?

If a character uses an Action Point during battle to use the First Reaction feat, when during the surprise round does he get to act?

In the "Paladin Smites" article, it notes powers and the level at which they are obtainable. Do all classes have a wide selection of powers, like the Wizard in the "Confessions" article seems to have, and the smites are but a few of the Paladin's selectable powers, or are class features more or less static as they were in 3e?
 

Mine:

Classes:
The Warlock article mentions three pacts: Infernal, Feral, and Shadow. Races and Classes mention Infernal, Feral, Vestige and Star. Can you explain the Stars pact? What does that relate to, specifically? And when will we see it?

In the article about PC Roles, it says that a party doesn't necessarily need a leader. How can a party function in 4e without a class from one of the Roles. Namely, how can they live without a Defender or a Leader?

What are some weapon-specific maneuvers or powers for the Fighter? How is a spear "faster" and how can it "go past AC"?

Ranger: Martial or Divine striker?

Wizard Implements:
Does a wizard pick one and that's his primary, or does he juggle them on the battlefield?

What happened to the Tome, and what was it going to be?

Why only a single Controller for the PHB?
 

RyukenAngel said:
The supposed move of Two-Weapon Fighting from a feat to a power is very scary to many players. Why was this move made, and is it still easily accessible to any character who wants it?

To take a swing at this one, I'd guess that TWF is considered a character-defining ability, and in 4e they want to keep feats restricted to little bonuses. So TWF would probably be a power or special ability for rogues and/or rangers, which you could acquire as a fighter or other class via the Rogue or Ranger Training feats.

It might seem like this is an unnecessary complication, since the fighter would still be using a feat to get TWF, but it sort of makes sense for their design philosophy: by grabbing TWF through Rogue Training, the system makes you aware that you're stretching outside of the basic Defender role, and that TWF isn't a simple little situational buff like most feats.
 

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