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Elemental Heroes - Avatar: the Last Airbender 4e
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<blockquote data-quote="Mengu" data-source="post: 5579912" data-attributes="member: 65726"><p>I think I see where you're going with this and I like the idea. But I see a lot of issues.</p><p></p><p>Even the skill poor paladin gets Religion + 3 skills. I don't see a good reason to limit the Earthbender to 2. Also if earthbenders are supposed to be observant, Perception goes side by side with Insight, so it should probably be on the skill list.</p><p></p><p>For Seismic Earthbender, even slide enemy 1 square is rather potent since it doesn't require an attack. I'd say too potent.</p><p></p><p>Can't help but ponder if Earthbender Training shouldn't just be encounter power.</p><p>- Lithic: Wis + half level THP</p><p>- Seismic: Knock enemy prone</p><p>- Tectonic: Slide ally Wisdom squares</p><p></p><p>Steady as Stone - I like this. If you know for sure you won't be moving more than 2 squares next turn, and have a spare minor action, you use it. You cannot get around being slowed next turn. It probably won't be used a lot, but it might be pulled out occasionally.</p><p></p><p>Shifting Ground/Stay the Hand - there has to be a better way to do this. I think maybe capturing the reactive nature of the earthbender through encounter powers may be a better way to go. But let me give it a different stab here, see if you like it.</p><p></p><p>Eye of the Earthbender</p><p>At-will * Elemental</p><p>Standard Action (once per round during your turn) Close burst 5</p><p>Target: One creature in burst</p><p>Effect: You place your Eye of the Earthbender on the target. The target is marked by you until you use this power again. You may also ready an action.</p><p></p><p>Earthbender's Punishment</p><p>At-will</p><p>Opportunity Action Close burst 5</p><p>Trigger: An enemy marked by your Eye of the Earthbender makes an attack that doesn't include you.</p><p>Target: The triggering enemy</p><p>Effect: If the target is within 2 squares of you, you may make an Earthen Fist attack against the target. Earthen Fist has a reach of Melee 2 for this attack. If the target is not within reach, you may charge the target.</p><p></p><p>Eye of the Earthbender basically puts the ball in the player's court for playing the class as intended. The player will be basically expected to ready actions to wait for opportune moments, like an enemy being flanked.</p><p></p><p>Words of caution: This wrecks action economy a bit as every readied action will move you down the initiative order, eventually causing you to skip a turn. This is where I would recommend opportunity action encounter powers be implemented. But you have to somehow make sure these are not power swappable so other classes don't gain access to them. Maybe call them feature powers rather than attack powers. Another approach may be daily stances that give opportunity actions, or maybe once per round free actions. You have to be sure not to give the class any immediate actions, even in utility powers because readied actions are immediate actions, and you don't want to step on its toes.</p><p></p><p>Also keep in mind, a reactive type character takes longer to resolve their actions, because they have to think about trigger conditions all the time.</p><p></p><p>Just throwing some ideas out there. I don't even know if any of this is necessary to capture the flavor. Some reactive encounter and daily powers may be all they need.</p></blockquote><p></p>
[QUOTE="Mengu, post: 5579912, member: 65726"] I think I see where you're going with this and I like the idea. But I see a lot of issues. Even the skill poor paladin gets Religion + 3 skills. I don't see a good reason to limit the Earthbender to 2. Also if earthbenders are supposed to be observant, Perception goes side by side with Insight, so it should probably be on the skill list. For Seismic Earthbender, even slide enemy 1 square is rather potent since it doesn't require an attack. I'd say too potent. Can't help but ponder if Earthbender Training shouldn't just be encounter power. - Lithic: Wis + half level THP - Seismic: Knock enemy prone - Tectonic: Slide ally Wisdom squares Steady as Stone - I like this. If you know for sure you won't be moving more than 2 squares next turn, and have a spare minor action, you use it. You cannot get around being slowed next turn. It probably won't be used a lot, but it might be pulled out occasionally. Shifting Ground/Stay the Hand - there has to be a better way to do this. I think maybe capturing the reactive nature of the earthbender through encounter powers may be a better way to go. But let me give it a different stab here, see if you like it. Eye of the Earthbender At-will * Elemental Standard Action (once per round during your turn) Close burst 5 Target: One creature in burst Effect: You place your Eye of the Earthbender on the target. The target is marked by you until you use this power again. You may also ready an action. Earthbender's Punishment At-will Opportunity Action Close burst 5 Trigger: An enemy marked by your Eye of the Earthbender makes an attack that doesn't include you. Target: The triggering enemy Effect: If the target is within 2 squares of you, you may make an Earthen Fist attack against the target. Earthen Fist has a reach of Melee 2 for this attack. If the target is not within reach, you may charge the target. Eye of the Earthbender basically puts the ball in the player's court for playing the class as intended. The player will be basically expected to ready actions to wait for opportune moments, like an enemy being flanked. Words of caution: This wrecks action economy a bit as every readied action will move you down the initiative order, eventually causing you to skip a turn. This is where I would recommend opportunity action encounter powers be implemented. But you have to somehow make sure these are not power swappable so other classes don't gain access to them. Maybe call them feature powers rather than attack powers. Another approach may be daily stances that give opportunity actions, or maybe once per round free actions. You have to be sure not to give the class any immediate actions, even in utility powers because readied actions are immediate actions, and you don't want to step on its toes. Also keep in mind, a reactive type character takes longer to resolve their actions, because they have to think about trigger conditions all the time. Just throwing some ideas out there. I don't even know if any of this is necessary to capture the flavor. Some reactive encounter and daily powers may be all they need. [/QUOTE]
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