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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Broad reworking of 4e characters and combat
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<blockquote data-quote="Alex319" data-source="post: 4962599" data-attributes="member: 45678"><p>Overall, this seems like a very solid base. There are probably a few balance tweaks that would be useful to make although I can't see any styles that are obviously overpowered. The only possible exception is the Clincher that lets you make melee basic attacks against grabbed targets as a minor action - 3 attacks per round every round is pretty darn powerful at high levels, especially when most of your damage is going to be coming from those static damage modifiers.</p><p></p><p>I also noticed you used terms that you didn't define anywhere, like "Short range" and "light, medium, and heavy weapons".</p><p></p><p>I'll just make a few comments about the Afflicting and the conditions.</p><p></p><p>- It seems a little too easy to do. You do get a -5 on the roll, but it's against Fort, which is usually 2-3 points lower than AC, so it's really more like -2 or -3. Also this makes Fort much more important than the other NADs (Non-AC Defenses). You might want to have different conditions key off of different NADs - e.g. Dominated keys off of Will, Disarmed keys off of Reflex, etc.</p><p></p><p>- It's probably overpowered against Solos and possibly Elites too. This is a problem in the regular 4e game as will but it's going to be more serious in this version because everyone can (try to) inflict conditions at-will. Even with the -5 penalty, with everyone whaling on the solo they can easily inflict a couple conditions per round, and it really only takes about 3-5 steps worth of conditions to basically take someone out of the fight.</p><p></p><p>- Some conditions are far more powerful than others. Dazed, for example, is very good because 3 steps worth is enough to stun him (save ends), and 4 steps worth is just as good as killing them.</p><p></p><p>- Assuming you have a minor action to spare, it doesn't cost anything to try to inflict a condition, so it's easy to spam conditions without any loss in damage output.</p><p></p><p>Possible suggestions:</p><p></p><p>- Give elites and solos their save bonus as a bonus to their defense against Afflict. So a player would effectively be at -10 to Afflict an unbloodied solo.</p><p></p><p>- Make it so that in order to Afflict you have to give something up - say halve the damage on the attack.</p><p></p><p>- Have a different track for penalties to Afflict. For example something like:</p><p>3/4 or more hp = -10 penalty</p><p>1/2 to 3/4 = -5 penalty</p><p>1/4 to 1/2 = no penalty, but still only get one step of the condition</p><p>0 to 1/4 = no penalty, and get two steps of the condition</p><p></p><p>Probably you don't need to do both this and the half damage thing - one is enough and both would make conditions underpowered.</p><p></p><p>---</p><p></p><p>(By the way, I'm imagining someone with Brute and Two-Weapon Fighting wielding two mauls with several more on his person and using his battle surge to throw them at enemies... by the way, if a Brute is dual-wielding heavy weapons and expends his focus to do something else, what happens?)</p></blockquote><p></p>
[QUOTE="Alex319, post: 4962599, member: 45678"] Overall, this seems like a very solid base. There are probably a few balance tweaks that would be useful to make although I can't see any styles that are obviously overpowered. The only possible exception is the Clincher that lets you make melee basic attacks against grabbed targets as a minor action - 3 attacks per round every round is pretty darn powerful at high levels, especially when most of your damage is going to be coming from those static damage modifiers. I also noticed you used terms that you didn't define anywhere, like "Short range" and "light, medium, and heavy weapons". I'll just make a few comments about the Afflicting and the conditions. - It seems a little too easy to do. You do get a -5 on the roll, but it's against Fort, which is usually 2-3 points lower than AC, so it's really more like -2 or -3. Also this makes Fort much more important than the other NADs (Non-AC Defenses). You might want to have different conditions key off of different NADs - e.g. Dominated keys off of Will, Disarmed keys off of Reflex, etc. - It's probably overpowered against Solos and possibly Elites too. This is a problem in the regular 4e game as will but it's going to be more serious in this version because everyone can (try to) inflict conditions at-will. Even with the -5 penalty, with everyone whaling on the solo they can easily inflict a couple conditions per round, and it really only takes about 3-5 steps worth of conditions to basically take someone out of the fight. - Some conditions are far more powerful than others. Dazed, for example, is very good because 3 steps worth is enough to stun him (save ends), and 4 steps worth is just as good as killing them. - Assuming you have a minor action to spare, it doesn't cost anything to try to inflict a condition, so it's easy to spam conditions without any loss in damage output. Possible suggestions: - Give elites and solos their save bonus as a bonus to their defense against Afflict. So a player would effectively be at -10 to Afflict an unbloodied solo. - Make it so that in order to Afflict you have to give something up - say halve the damage on the attack. - Have a different track for penalties to Afflict. For example something like: 3/4 or more hp = -10 penalty 1/2 to 3/4 = -5 penalty 1/4 to 1/2 = no penalty, but still only get one step of the condition 0 to 1/4 = no penalty, and get two steps of the condition Probably you don't need to do both this and the half damage thing - one is enough and both would make conditions underpowered. --- (By the way, I'm imagining someone with Brute and Two-Weapon Fighting wielding two mauls with several more on his person and using his battle surge to throw them at enemies... by the way, if a Brute is dual-wielding heavy weapons and expends his focus to do something else, what happens?) [/QUOTE]
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