Explorer!!!


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Why? Just because I asked about a product by Mr. Glenn ... who is pretty darn handsome and awesome ............... Okay, yeah, it's me.

I just felt a bit awkward asking for people's opinions about it when they knew it was me who wrote it. Not that anyone responded, though. Perhaps, now that I can be bashed directly, I'll hear something back. ;)

I, honestly, have been playing the class and love it ... but then, I wrote it, so *wow!* I like my own work. I hope you understand why I didn't come right out as myself, but you're a pretty tricky guy, Nytmare. Good catch ... even if it was a bit obvious.

Lord Dreadman
 

You're pretty much always better off saying "I'm the author, tell me what you like or don't like." Pretending to be a neutral stranger is disingenuous and makes people cranky (where by "people" I mean "moderators"). On the other hand, you're clearly a funny guy who was honest when asked. No harm done.

I haven't seen it, but good luck with it!
 

I'm intrigued, but can't pony up the bucks without some sort of preview. I'd love to see the first level powers, but I understand you've got to be protective, and hell, you deserve to get paid!
 



Okay... Looking it over;

I'm not sure I like "Trapped". It is rather controllery, but it's strong... Only dailies, one 27th level encounter, and a level 11 trapsmith encounter power, but still...

How does the Explorer beast mastery interact with ranger beast powers, should you get some? And vice-versa? I'm not sure that I like the "enemy's space" rule. I may just remove the last two bullets.

How do lashes work with whips, and the whip weapon mastery feat chain?

The description of "Twist the Ground" seems... off. I'd describe it more actively - you tripping up people who enter those squares, or set up an impromptu trap - but this is obviously the domain of fluff, not crunch, so no problem.
 

Yes, I agree. Trapped is a powerful condition, but, as you've noticed, it is restricted (by and large) to Daily powers. The mitigating factor of Trapped is that you get a save EVERY time you take damage from its effect. Thus, a solo who attacks multiple times per round will get a save each time he hits. This encourages Explorers to be strategic on who gets that condition.

On the other hand, the controller aspect of it is to encourage monsters to use their weaker attack powers, since they're going to take half damage from them. In other words, if you have a Fighter on his last leg, Trapped is a great condition to drop on his tormentor.

As far as the Beast Mastery Rangers and the Disrupting Explorers, their interaction is, purposely, left vague. Because of the GSL, we can't discuss Martial Power in our products. I can, however, give you my opinion here.

I'd say you can interchange them seemlessly. Now, you're going to have a little trouble usingthe ranger's beast powers if you're an explorer because of the range assumptions inherant in both of them. Generally, the ranger stays in melee, while the Explorer does better at range with a beast. I have, however, looked at the powers and they work fine in tandem. Now, the ranger is going to have a much harder time at this because many explorer beast powers have a range of Beast 0. Yeah, that means a small beast in an enemy's square. On the other hand, if you use the powers that have Beast 1 (the explorer has them, they're just more rare) I can easily see a ranger with controller abilities sprinkled in.

In short, mix and match as much as you like, just pay attention to range and choose the powers that will fit your build.

The same deal with the GSL applies to whips. (In a sidenote, I'd written the Bullwhip before I ever saw the 4E whip. You can imagine my surprise that they were nearly the same.) Because the whip appears in Dragon magazine, we can't reference it. In addition, we wanted more than a single weapon available to the Explorer who uses a whip, so we invented lashes. I've addressed further customization through the Weapon Mastery feats, which I'm actually quite proud of.

As far as the Whip Mastery feats from Dragon go (though I can't address them in the book), I would probably go with an Explorer can use these feats with lashes (not only whips). I would say that an Explorer gets Training in a class skill from "Whip Training [Multiclass Whip]" as well as the normal benefit. Then treat the remainder of the feats as written, except change the requirement to read "You must be wielding a lash." Try it out. See if you like it, and change it as necessary.

Finally, you've hit the nail on the head with "Twist the Ground." I really wanted players to decide what that means in their games. The sidebar in the PDF references this directly, offering several examples of how each Explorer might use the power, but I ultimately wanted each player to create that bit on his own.

Wow! Long post. I guess you must be talking about something I'm interested in. :)

Sincerely,
Lord Dreadman
 

Now, the ranger is going to have a much harder time at this because many explorer beast powers have a range of Beast 0. Yeah, that means a small beast in an enemy's square.

You know that those powers can only be used by Tiny beasts, not small ones, right? Only Tiny creatures are allowed to end their turn in another creature's square.
 

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