Nemesis Destiny
Adventurer
It shouldn't be asking too much, by any reasonable definition, but I fear that you are correct.I hope Animal Buddy gets bonuses to Defenses scaling with level, but that might be asking too much.
It shouldn't be asking too much, by any reasonable definition, but I fear that you are correct.I hope Animal Buddy gets bonuses to Defenses scaling with level, but that might be asking too much.
Oh yes, the alsomighty wealth balance is screwed...
no really... that is just nonsense... really nonsense...
i like how this ability refers to the ritual book btw...![]()
It's worth noting all the previous themes are going to be "errata'ed" to this in June, so you should consider them all power bonuses. By being power bonuses, Order Adept is actually a bit less ridiculous than it was.Why a power bonus? That's awkward as hell, most power bonuses are short-term buffs from powers. Now you'll need to remember you already have a power bonus going
Hopefully some other mechanical corrections will come as a result.In the third and fourth character themes article in Dragon, most of the bonuses granted by the theme features are typed, in contrast to the bonuses granted by the features in the first two articles. This is an intentional change, and we'll be updating the other themes as part of the errata at the end of June.
I thought this was a very interesting idea. I'm curious to see how this works out in practice however. Unfortunately, even with errata coming up those hoping for the suck to be beaten out of Animal Master will be very disappointed as Rich Baker has wrote this about it:The principle behind the themes this month was to get a good amount of general themes out there—ones that are applicable to a wide variety of campaigns. Going forward, we'll be narrowing the focus more. I can't guarantee there'll be a theme every month, but we're committed to exploring this new game option and seeing everything it has to offer.
Sneak peek for June: We'll be introducing a couple of shadow themes. We didn't have the space to support themes in Heroes of Shadow, so we'd like to get a couple of options out there for the more shadow-inclined characters.
I have a lot of problems with this logic inherently, much for the same reason that the shade is justified for being so mechanically terrible based on "roleplaying potential and out of combat utility" (that isn't actually there). So this isn't great logic whatsoever, but I can see the little gleaming hint of merit in there as the animal master at least isn't as tragic as the shade is (for an equivalent example). It's particularly bad because of how trivial losing the animal is and how useless later on it will become. It's definitely not going to live long in my Marauders of the Elemental Chaos campaign (for inherently obvious reasons), despite the rather neat image of having an actual parrot (or whatever) in what is effectively a planar pirate campaign.Rich Baker said:Regarding theme balance, my own personal philosophy is that sometimes it’s desirable to provide benefits that aren’t immediately useful in combat, because many D&D adventures are progressed through characters meeting challenges with creative use of their abilities. For example, disguise self is a crummy combat spell, but it is potentially an adventure-solver because a player could take on the appearance of a bad guy and walk through any number of potential fights or spy out a crucial piece of information. The Animal Master theme is (so far) considered the weakest of the themes presented in the article series, but I am of the opinion that, in the hands of a clever player, a trained animal that does what you want it to is potentially way more useful than a spell that just buffs your AC for a round. It begs for a creative player to think of a way to use it. Obviously, we don’t want to routinely balance combat benefits against noncombat benefits—that was the demise of the 1e/2e thief. But we’re coming around to the idea that it’s OK to provide utility powers that provide *utility* and let players decide if they want them or not. Every character has many, many alternatives for strictly combat-oriented powers, after all; you don’t have to take these if you don’t want them.
No, they need to be typed, badly. But power bonus is literally the worst of the three possible choices they had here. Feat and Item would be fine, because both are really just taken into account when you level up for things like skills and defenses, you don't tend to gain them dynamically in the middle of a fight. Item makes less sense, so they should be feat bonuses.It's worth noting all the previous themes are going to be "errata'ed" to this in June, so you should consider them all power bonuses. By being power bonuses, Order Adept is actually a bit less ridiculous than it was.
It's worth noting all the previous themes are going to be "errata'ed" to this in June, so you should consider them all power bonuses. By being power bonuses, Order Adept is actually a bit less ridiculous than it was.
Some interesting quotes from Greg Bilsland over from the official boards:
Hopefully some other mechanical corrections will come as a result.
I thought this was a very interesting idea. I'm curious to see how this works out in practice however. Unfortunately, even with errata coming up those hoping for the suck to be beaten out of Animal Master will be very disappointed as Rich Baker has wrote this about it:
I have a lot of problems with this logic inherently, much for the same reason that the shade is justified for being so mechanically terrible based on "roleplaying potential and out of combat utility" (that isn't actually there). So this isn't great logic whatsoever, but I can see the little gleaming hint of merit in there as the animal master at least isn't as tragic as the shade is (for an equivalent example).
I have no idea what the hell getting to roll it as a free action is supposed to do for you, though.
STREETWISE (CHARISMA)
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Action: The check takes 1 hour of effort. The DM might allow a creature to use Streetwise as a knowledge skill, in which case the check requires no action; either a creature knows the answer or not.
Although I am pretty ok with the expertise feats as they are now, I guess if they provided a power bonus instead of a feat or an untyped bonus, they would not be considered taxes (maybe only for most leaders), but a way to play a leaderless game that does not rely on leader bonuses to close the gap...Why a power bonus? That's awkward as hell, most power bonuses are short-term buffs from powers. Now you'll need to remember you already have a power bonus going.
Should be a feat bonus. Or better yet just grant bonus feats for every passive benefit of these... really wish 4E design had more high-level oversight sometimes.
Thoughts: Explorer is excellent. A powerful option, to be sure, with very useful features, but not in any way overpowered. I quite like it. I especially like the difficult-terrain dependent encounter power they get. I sometimes feel like difficult terrain isn't interesting, and turning it to your advantage fits the flavor of a ranger/explorer/India-Jones type quite well.
Guttersnipe looks a little questionable. Running Slash is a fun level 1 Encounter... good mobility, and a weapon attack vs. Reflex? That'll be useful well into Epic. I anticipate problems with the level 5, feature, though... mainly, everybody in the party giving the Guttersnipe their old gear to sell, and therefore increasing the overall wealth of the party. When you get to higher levels, 10% more for selling an item is a potentially a huge amount of gold. +5 to Streetwise is solid and flavorful, even if Streetwise isn't the most useful skill. I have no idea what the hell getting to roll it as a free action is supposed to do for you, though. I have trouble coming up with an instance where Streetwise wouldn't be a free action. Heck, I have trouble thinking up an example where you'd even want or be able to use Streetwise in combat.
Mercenary's a little bland, but mechanically sound. That level 1 Encounter is going to be a favorite for Strikers, for reasons that should be obvious. Hard to complain about something like that.
For Outlaw, Surprise Strike is sexy, and frankly blows the Wizard's Apprentice level 1 Encounter out of the water, but whatever. Level 5 feature is dubious value. Might be useless for many, many levels in a varied, Points of Light campaign, but if you know your DM is doing Dark Sun or a campaign based in a long trek out into the tundra, it could be potentially pretty useful. Mostly, though, I just don't like the flavor of it for an Outlaw. Something like this seems better-suited to an Explorer, or maybe a "Hermit" sort of Theme where somebody is clearly hunkering down in and adapting to one environment. I picture Outlaws moving all over, trying to evade authorities, so really I just don't see what it has to do with the Theme.