Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Community designed martial controller
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Psikus" data-source="post: 4720687" data-attributes="member: 66049"><p>The way I see it, you need a way to justify having lots of area attacks. I think 'melee burst 1' is covered to death by existing strikers and defenders, and it would be hard to make a class focused on that kind of attacks feel controlling and diferent. We are left with ranged attacks, or reach weapons.</p><p></p><p>It is certainly possible to implement area or burst attacks with ranged or thrown weapons, and you have plenty examples of that in ranger and rogue powers. However, when basing a whole class around that, you come up with a problem: these areas are always a bit forced. Magic users can always fall down to the 'elemental explosion' trick for their areas, which comes in many shapes and colors, but archers and the like must do the less convincing 'barrage of missiles'.</p><p></p><p>My issue with 'missile barrage' area attacks, is that I wouldn't like to see too many of them. But more than half of a controller's attacks should be area-based. The 'natural' kind of multi-target attack for an archer is, in my opinion, just to choose 2 or three enemies and attack them. But I'm afraid that is less tactically interesting (although of course more powerful) than blasts or bursts.</p><p></p><p>On the other hand, the reach weapon warrior has a built-in area of effect. Close burst 2 (or melee burst 2, for that matter) is uncommon enough, and I think it would open some interesting design space. It is also not too much of a stretch to turn a spear attack into a close blast. The challenge here would be to fit within the controller role: you'd really want features and powers to encourage keeping enemies away from the lancer, or you end up with a class too simmilar to fighters. Another drawback would be a general lack of ranged attacks.</p><p></p><p>I like the polearm controller concept best, but either idea would be interesting. </p><p></p><p>Finally, some random thoughts:</p><p>- Some alternate area of effects would fit well into the martial power source, including: adjacent enemies, enemies flanking a target, enemies within a burst 2 not adjacent to you, etc.</p><p>- A very cool trick to give spear controllers ranged attacks would be pushing an enemy within reach into other targets, damaging both when they collide.</p><p>- We'd have to work out how to replace controlling zones and conjurations with stances.</p></blockquote><p></p>
[QUOTE="Psikus, post: 4720687, member: 66049"] The way I see it, you need a way to justify having lots of area attacks. I think 'melee burst 1' is covered to death by existing strikers and defenders, and it would be hard to make a class focused on that kind of attacks feel controlling and diferent. We are left with ranged attacks, or reach weapons. It is certainly possible to implement area or burst attacks with ranged or thrown weapons, and you have plenty examples of that in ranger and rogue powers. However, when basing a whole class around that, you come up with a problem: these areas are always a bit forced. Magic users can always fall down to the 'elemental explosion' trick for their areas, which comes in many shapes and colors, but archers and the like must do the less convincing 'barrage of missiles'. My issue with 'missile barrage' area attacks, is that I wouldn't like to see too many of them. But more than half of a controller's attacks should be area-based. The 'natural' kind of multi-target attack for an archer is, in my opinion, just to choose 2 or three enemies and attack them. But I'm afraid that is less tactically interesting (although of course more powerful) than blasts or bursts. On the other hand, the reach weapon warrior has a built-in area of effect. Close burst 2 (or melee burst 2, for that matter) is uncommon enough, and I think it would open some interesting design space. It is also not too much of a stretch to turn a spear attack into a close blast. The challenge here would be to fit within the controller role: you'd really want features and powers to encourage keeping enemies away from the lancer, or you end up with a class too simmilar to fighters. Another drawback would be a general lack of ranged attacks. I like the polearm controller concept best, but either idea would be interesting. Finally, some random thoughts: - Some alternate area of effects would fit well into the martial power source, including: adjacent enemies, enemies flanking a target, enemies within a burst 2 not adjacent to you, etc. - A very cool trick to give spear controllers ranged attacks would be pushing an enemy within reach into other targets, damaging both when they collide. - We'd have to work out how to replace controlling zones and conjurations with stances. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Community designed martial controller
Top