Guilds & Groups: The Honest Few

ferratus

Adventurer
New article up that is interesting for a couple reasons.

The generic name of the gang of toughs in Fallcrest known as the "River Rats" has been replaced with the more interestingly named "The Honest Few". I'm not sure why they errata'd the name of the gang in Fallcrest, instead of just placing the gang of thieves in Nenlast, Hammerfast or the Seven Pillared Hall. We certainly don't get info on the members (besides Kelson and Orest) or what their rackets are, so I don't see why they have to be in Fallcrest.

The powers are interesting because it seems to sort of be a revival of kits in a way, with powers selected for specific archetypes. We get thief and thug today, but I could see in the future powers for acrobats, scouts, or trap disabling troubleshooters.

The powers are also interesting because a new, and badly needed, mechanic is introduced where you can keep or swap lower level powers and have them scale up in power with you. WotC, I demand, DEMAND, that you get to work putting in "level swap" mechanics for every power you have released to date. If that gets done, no more will we be forced to choose between a power that fits the theme of our character and a power that does more damage. It will improve my satisfaction with 4e immensely.
 

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If I read it correctly, the Thief and Thug powers are gained through feats, recquire thievery trained, but are not restricted to the rogue class.

Nice way to add a bit of underground/criminal flavour to a non-rogue character.
 

If I read it correctly, the Thief and Thug powers are gained through feats, recquire thievery trained, but are not restricted to the rogue class.

Nice way to add a bit of underground/criminal flavour to a non-rogue character.

What I like is that it uses virtually the same mechanic as the multiclass power swap feats, but without actually being multiclassing (or the equivalent, like the weapon specialist feats). It works for me, since the concepts and abilities aren't nearly as focused as to represent a true specialization - anyone can be a thief or a thug, but it takes a bit more to become a Spiked Chain Master, or devoting yourself to picking up the art of the sorcerer, or becoming a dedicated poisoner.
 

yeah, the self upgrading powers are what the game needs. Most owers can easily be fixed by adding damage dice.

sleep cold be scaled by adding an after effect. Etc. Demanding is a strong word, but it would be nice.
 

I liked the article, but I think the guild membership thing and the guild related benefit are too vaguely defined. Or have their been already better definitions for them before?
 

The powers are also interesting because a new, and badly needed, mechanic is introduced where you can keep or swap lower level powers and have them scale up in power with you.

It's not new. ;)

That same mechanic has appeared in all Rob Schwalb's articles that include feat-granted powers (the gladiator one, for instance). It's included because you can swap out a power of X level or higher.

And you don't get those level boosts unless you swap out for a higher-level power. In other words, if you get the power at 3rd level, it doesn't automatically increase as you hit higher ones, unless you lose the power and retake it at higher level.
 

I liked the article, but I think the guild membership thing and the guild related benefit are too vaguely defined. Or have their been already better definitions for them before?

I like how they set it up. Gaining membership (via the quest system) and enjoying its benefits (which are nice but not overpowering, kind of like how the background system works) are less codified than their 3.5e counterparts (affiliations) and still gives a lot of control to the DM.

BTW, I really, really like the name of the "Honest Few" for a Thieve's Guild.
 

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