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.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
DIABOLIST (Glyph/Rune/Circle Arcane)
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="Dire Human" data-source="post: 5102956" data-attributes="member: 57504"><p>OK, let's rock this and see if we can't fix some wording, some mechanics, and maybe even add some ideas. I've only gone through the first section as I'd actually like to post this before it gets out of control.</p><p></p><p></p><p>First of all: Cool name.</p><p> </p><p> </p><p> I’m not too hot on this one, especially since it’s powerful and effectively permanent. You’re going to be spending the first round of <em>every</em> <em>encounter</em> putting this thing up because it’s so useful; that’s not a good sign. No offense, but I’d suggest scrapping it and adding a proper heal (or find a balanced way to simulate 4th Edition healing, which is <em>much </em>more difficult.)</p><p></p><p></p><p>OK, let's move over to these guys. Your class is a Leader, which means class features should be primarily benefiting your allies rather than yourself. It's certainly not unknown to branch out (the Shaman's iconic spirit opportunity attacks coming to mind), but otherwise it's a good idea to spread the love. This seems like a very <em>selfish</em> class feature, if you understand what I'm saying; while you seem to want some Diabolists to wield weapons (more on that in a minute), it's strange to give them a defensive bonus outside of the usual +2 inherent bonuses that classes give out.</p><p></p><p>Another problem is the <em>amount</em> of defense-boosting you're giving out. At Paragon Levels, for example, the <em><a href="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=322" target="_blank">solid sound</a></em> feat grants a +2 to one non-AC defense whenever you use a specific type of attack, much like your class feature. However, it has one major difference: it only lasts until the end of your next turn, requiring you to continue hitting with Force or Thunder attacks to keep up the bonus. "Runes, glyphs or circles" covers nearly everything! Also bear in mind that <em>solid sound</em> can only be taken at 11th level or above; Sunken Power and Soaring Power kick in at 1st level.</p><p></p><p>Also, what does "active" mean? Technically, powers that don't have some sort of tangible effect (such as conjurations or summons) are "over" once you've used them, ongoing effects like poison or not. Circadian had an absolutely fantastic idea that needs expanding:</p><p></p><p>Let’s run with this, shall we? We’ll make our own keyword for this to bounce off of, and let’s see if we can make these class features help the rest of the group as well as ourselves.</p><p> </p><p> See? Isn’t that nicer to your friends, making them appreciate you as a Leader and wanting to buy you chips? Oooh, let’s give them cool effects, too! As long as we’re scrapping Spell Circle: Boost, let’s salvage from it and integrate it.</p><p> </p><p> There! Now, technically, the bonuses from Spell Circle: Boost are still there all encounter (in a lesser form), but your players have to work for them.</p><p></p><p></p><p></p><p></p><p> This is a little dangerous, especially when a character scores a critical hit. To compare, the Cleric’s <em><a href="http://www.wizards.com/dndinsider/compendium/power.aspx?id=7072" target="_blank">recovery strike</a></em> heals equal to its Charisma modifier. How about “Hit: 1d6 + Intelligence modifier damage, and one ally adjacent to you or the target regains hit points equal to your Wisdom modifier”?</p><p></p><p></p><p> This is kind of ridiculous on a few levels.</p><p></p><ul> <li data-xf-list-type="ul">An at-will power with an Effect clause.</li> <li data-xf-list-type="ul">An at-will power that Dazes.</li> <li data-xf-list-type="ul">A power that is not Daily with a (save ends) effect.</li> </ul><p>If you'd like to confuse the target, how about a -2 to attack rolls, or a -2 to a defense, or granting combat advantage to the next ally that attacks the target? Whichever you choose, make sure it only grants its bonus if the attack hits.</p><p> </p><p>This is dangerous as well; melee basic attacks can be used as opportunity attacks, which means fleeing enemies would inadvertently heal allies. While this sounds nice, Protector Shaman Spirit Companions have a similar ability: <a href="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5389" target="_blank"><em>spirit's shield</em></a>, which is much, much less powerful than Radiating Strike: it deals much less damage, the healing is to only one person, and can't be used as a regular attack. Try using that (or recovery strike, above) as a guideline.</p><p></p><p>This is basically <a href="http://www.wizards.com/dndinsider/compendium/power.aspx?id=463" target="_blank"><em>magic missile</em></a>, but with an extra ability. It's a great ability, actually, it's just an effect that I wouldn't put as an at-will power. Try making it a Daily ability, increasing the initial and ongoing damage, and checking it against similar "disarming" power.</p><p></p><p>As much as it looks like I'm tearing your class apart, it's because it does really, really look like a good idea and I'd like to help! With your permission, I'd like to take a crack at remaking the class, if you don't want to tweak it or aren't still working on it. Would you mind?</p></blockquote><p></p>
[QUOTE="Dire Human, post: 5102956, member: 57504"] OK, let's rock this and see if we can't fix some wording, some mechanics, and maybe even add some ideas. I've only gone through the first section as I'd actually like to post this before it gets out of control. First of all: Cool name. I’m not too hot on this one, especially since it’s powerful and effectively permanent. You’re going to be spending the first round of [I]every[/I] [I]encounter[/I] putting this thing up because it’s so useful; that’s not a good sign. No offense, but I’d suggest scrapping it and adding a proper heal (or find a balanced way to simulate 4th Edition healing, which is [I]much [/I]more difficult.) OK, let's move over to these guys. Your class is a Leader, which means class features should be primarily benefiting your allies rather than yourself. It's certainly not unknown to branch out (the Shaman's iconic spirit opportunity attacks coming to mind), but otherwise it's a good idea to spread the love. This seems like a very [I]selfish[/I] class feature, if you understand what I'm saying; while you seem to want some Diabolists to wield weapons (more on that in a minute), it's strange to give them a defensive bonus outside of the usual +2 inherent bonuses that classes give out. Another problem is the [I]amount[/I] of defense-boosting you're giving out. At Paragon Levels, for example, the [I][URL="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=322"]solid sound[/URL][/I] feat grants a +2 to one non-AC defense whenever you use a specific type of attack, much like your class feature. However, it has one major difference: it only lasts until the end of your next turn, requiring you to continue hitting with Force or Thunder attacks to keep up the bonus. "Runes, glyphs or circles" covers nearly everything! Also bear in mind that [I]solid sound[/I] can only be taken at 11th level or above; Sunken Power and Soaring Power kick in at 1st level. Also, what does "active" mean? Technically, powers that don't have some sort of tangible effect (such as conjurations or summons) are "over" once you've used them, ongoing effects like poison or not. Circadian had an absolutely fantastic idea that needs expanding: Let’s run with this, shall we? We’ll make our own keyword for this to bounce off of, and let’s see if we can make these class features help the rest of the group as well as ourselves. See? Isn’t that nicer to your friends, making them appreciate you as a Leader and wanting to buy you chips? Oooh, let’s give them cool effects, too! As long as we’re scrapping Spell Circle: Boost, let’s salvage from it and integrate it. There! Now, technically, the bonuses from Spell Circle: Boost are still there all encounter (in a lesser form), but your players have to work for them. This is a little dangerous, especially when a character scores a critical hit. To compare, the Cleric’s [I][URL="http://www.wizards.com/dndinsider/compendium/power.aspx?id=7072"]recovery strike[/URL][/I] heals equal to its Charisma modifier. How about “Hit: 1d6 + Intelligence modifier damage, and one ally adjacent to you or the target regains hit points equal to your Wisdom modifier”? This is kind of ridiculous on a few levels. [LIST] [*]An at-will power with an Effect clause. [*]An at-will power that Dazes. [*]A power that is not Daily with a (save ends) effect. [/LIST] If you'd like to confuse the target, how about a -2 to attack rolls, or a -2 to a defense, or granting combat advantage to the next ally that attacks the target? Whichever you choose, make sure it only grants its bonus if the attack hits. This is dangerous as well; melee basic attacks can be used as opportunity attacks, which means fleeing enemies would inadvertently heal allies. While this sounds nice, Protector Shaman Spirit Companions have a similar ability: [URL="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5389"][I]spirit's shield[/I][/URL], which is much, much less powerful than Radiating Strike: it deals much less damage, the healing is to only one person, and can't be used as a regular attack. Try using that (or recovery strike, above) as a guideline. This is basically [URL="http://www.wizards.com/dndinsider/compendium/power.aspx?id=463"][I]magic missile[/I][/URL], but with an extra ability. It's a great ability, actually, it's just an effect that I wouldn't put as an at-will power. Try making it a Daily ability, increasing the initial and ongoing damage, and checking it against similar "disarming" power. As much as it looks like I'm tearing your class apart, it's because it does really, really look like a good idea and I'd like to help! With your permission, I'd like to take a crack at remaking the class, if you don't want to tweak it or aren't still working on it. Would you mind? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
DIABOLIST (Glyph/Rune/Circle Arcane)
Top