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Elemental Heroes - Avatar: the Last Airbender 4e
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<blockquote data-quote="Siberys" data-source="post: 5577300" data-attributes="member: 30619"><p>Line - You're basically right on the line/path bit; the original wording in the document I linked to was very vague... That was an attempt to clear it up. I'll go over it again.</p><p></p><p>Close Powers - I believe all of the close powers either move the airbender or the targets, which I was thinking would mitigate their close-ness. I imagined some of these as being 'panic buttons' to get enemies away from the bender. I also think that most of the close powers are non-build-specific, except for a few Sirocco ones. I'll still look into upping their durability.</p><p></p><p>Airbending - I wanted something like prestidigitation. The goal here is to have it be open-ended, but not really have a mechanical effect; a few examples might be worthwhile. And as for free with multiclassing... well, minor things like that don't affect balance much, though you're right about feel. I think I'll leave it on for now, unless there's a really good reason to take it off - if it's expanded significantly, for example. I mean, the big stuff is supposed to be powers other than the airbending power, after all.</p><p></p><p>When I say 'use a move action to move your speed or shift', I mean 'spend a move action to walk or spend a move action to shift'. Should I put that in there? I was trying to word it naturally while catching the meaning...</p><p></p><p>Grasping Vortex - I'll look at that... It sounds reasonable.</p><p></p><p>Downdraft - Nope, no sustain. This is pretty much word for word the Wizard's spell '<a href="http://www.wizards.com/dndinsider/compendium/display.aspx?page=power&id=3216" target="_blank">Phantom Chasm</a>', as I recall.</p><p></p><p>Aerial Acrobat - I like the action point mechanic - I see it as a sort of 'get out of trouble' card. Agreed on the other features, though... And good catch on the Gentle Fall power. I think I'll go back and make all of the fall-triggered powers free actions if I haven't already.</p></blockquote><p></p>
[QUOTE="Siberys, post: 5577300, member: 30619"] Line - You're basically right on the line/path bit; the original wording in the document I linked to was very vague... That was an attempt to clear it up. I'll go over it again. Close Powers - I believe all of the close powers either move the airbender or the targets, which I was thinking would mitigate their close-ness. I imagined some of these as being 'panic buttons' to get enemies away from the bender. I also think that most of the close powers are non-build-specific, except for a few Sirocco ones. I'll still look into upping their durability. Airbending - I wanted something like prestidigitation. The goal here is to have it be open-ended, but not really have a mechanical effect; a few examples might be worthwhile. And as for free with multiclassing... well, minor things like that don't affect balance much, though you're right about feel. I think I'll leave it on for now, unless there's a really good reason to take it off - if it's expanded significantly, for example. I mean, the big stuff is supposed to be powers other than the airbending power, after all. When I say 'use a move action to move your speed or shift', I mean 'spend a move action to walk or spend a move action to shift'. Should I put that in there? I was trying to word it naturally while catching the meaning... Grasping Vortex - I'll look at that... It sounds reasonable. Downdraft - Nope, no sustain. This is pretty much word for word the Wizard's spell '[URL="http://www.wizards.com/dndinsider/compendium/display.aspx?page=power&id=3216"]Phantom Chasm[/URL]', as I recall. Aerial Acrobat - I like the action point mechanic - I see it as a sort of 'get out of trouble' card. Agreed on the other features, though... And good catch on the Gentle Fall power. I think I'll go back and make all of the fall-triggered powers free actions if I haven't already. [/QUOTE]
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