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<blockquote data-quote="Quickleaf" data-source="post: 4732831" data-attributes="member: 20323"><p>Hey, I'm game if you are. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>I like ragdoll and trigger trap a lot, and the "playing possum" idea is just awesome (we've got to write up a power for that). I notice there's definitely overlap with some of the ideas I've been working on. </p><p></p><p>I noticed two things from your class that I'm hesitant about. </p><p></p><p>The first is martial powers with the psychic keyword...in the PHB even the warlord doesn't get those (admitedly I don't have Martial Power so maybe I'm wrong). I have a .pdf by Alea called "Feudal Lords: The Noble" and in it they introduce a bloodline power source which has lots of psychic effects framed like anti-warlord powers. I wonder if we can do some of what we're trying to do with untyped damage? Or simply limit the intimidation type effects to non-damage?</p><p></p><p>The second is powers like caltrops and oil slick which rely on "invisible equipment" which break the 4e system of consumable items and wealth. For example, why can't I possess two sets of caltrops? I see the Batman influence here, and while it can be kind of cool, this is what I was trying to address with the Alchemist feat - adding a toolbox to the class without having it interact with the power rules.</p><p></p><p>I definitely think this is an Intelligence based class with each build having a secondary stat. While the warlord is the fighter's "loud and proud" version, the inquisitive is the "sleak and sinister".</p><p></p><p>Going back over my notes here are some design guidelines:</p><p></p><p><strong>Artillery:</strong> Control and restrict movement at range, Create effects then move away, increase the power of forced movement to push enemies through obstacles/each other</p><p></p><p><strong>Debuff:</strong> Turn monster's abilities against themselves; deny abilities or advantages, If...Then... effects</p><p></p><p><strong>Many Targets:</strong> Create auras/zones on enemies; increase circumstances for OA; powers targeting minions/bloodied foes; close bursts/blasts</p><p></p><p><strong>Terrain:</strong> Change/create/destroy terrain; turn enemies into terrain; create/activate hazards</p><p></p><p><strong>Toolbox:</strong> Alchemy and lots of cool utility powers</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 4732831, member: 20323"] Hey, I'm game if you are. :) I like ragdoll and trigger trap a lot, and the "playing possum" idea is just awesome (we've got to write up a power for that). I notice there's definitely overlap with some of the ideas I've been working on. I noticed two things from your class that I'm hesitant about. The first is martial powers with the psychic keyword...in the PHB even the warlord doesn't get those (admitedly I don't have Martial Power so maybe I'm wrong). I have a .pdf by Alea called "Feudal Lords: The Noble" and in it they introduce a bloodline power source which has lots of psychic effects framed like anti-warlord powers. I wonder if we can do some of what we're trying to do with untyped damage? Or simply limit the intimidation type effects to non-damage? The second is powers like caltrops and oil slick which rely on "invisible equipment" which break the 4e system of consumable items and wealth. For example, why can't I possess two sets of caltrops? I see the Batman influence here, and while it can be kind of cool, this is what I was trying to address with the Alchemist feat - adding a toolbox to the class without having it interact with the power rules. I definitely think this is an Intelligence based class with each build having a secondary stat. While the warlord is the fighter's "loud and proud" version, the inquisitive is the "sleak and sinister". Going back over my notes here are some design guidelines: [b]Artillery:[/b] Control and restrict movement at range, Create effects then move away, increase the power of forced movement to push enemies through obstacles/each other [b]Debuff:[/b] Turn monster's abilities against themselves; deny abilities or advantages, If...Then... effects [b]Many Targets:[/b] Create auras/zones on enemies; increase circumstances for OA; powers targeting minions/bloodied foes; close bursts/blasts [b]Terrain:[/b] Change/create/destroy terrain; turn enemies into terrain; create/activate hazards [b]Toolbox:[/b] Alchemy and lots of cool utility powers [/QUOTE]
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