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<blockquote data-quote="Starfox" data-source="post: 4732856" data-attributes="member: 2303"><p>Continuing reading your class. I'm trying to be an editor here, not putting you down but pointing out problems so the end result becomes better - I wouldn't bother unless I thought this was good to begin with. Also, I am a stickler for simplicity, as my comments will show. (For the record, my common flaws include power creep and complexity trough emergent qualities; you might want to watch out for that).</p><p></p><p></p><p><strong>Penetrating Sight</strong> has the somewhat odd ability to stack with itself. If someone has full cover and you shoot at the they effectively have light cover against your next shot. On the next shot, they have light cover, which is then reduced to no cover for the third shot. This might be a feature rather than a bug, but its not advertised and emergent qualities in a single power is a little too complex for this game.</p><p></p><p><strong>Bob and Weave</strong> Again mechanically complex; you have to keep track of whether opponents miss you by exactly one or two points. Making them hit a friend on a roll of 1-2 would avoid that math. In addition, making it a concealment bonus makes Close and Area powers immune to it, as well as blind creatures, is this how it should work? I see this as more akin to cover, but perhaps its not working against area attack actually solves many targeting issues. </p><p> Who decides what adjacent ally is hit?</p><p> Overall, this is actually pretty weak. The effect is reactive, so you must do it before you attack. Presumably, opponents can simply ignore you. The amount of defense you get is low, and conditional upon an attack roll. See my Skeleton Trick encounter power for a more proactive approach to this maneuver.</p><p></p><p><strong>Leveling Blow</strong> is again a lovely idea - an attack that removes buffs, leveling the battlefie4ld. But it is far too specific, and not very powerful at that. Temporary hit points is mainly something PCs do. I think this could be much more general in effect, removing a wide variety of buffs completely. Even then, monsters have few buffs in 4E, and <em>dispel magic</em> was nerfed for a reason; removing random buffs was one of the most complex things you could do in 3E. Suggestion: Simplify and make much more general. Perhaps make it encounter or even daily; this is a situational power, which usually means a daily power, but I agree its one of the core elements of the Inquisitive.</p><p></p><p><strong>Perfect Timing</strong> My only comment is to merge the second last line "Special: You may shift one square before making this attack." with the Hit line of the first attack, making that "Hit: Intelligence modifier damage and switch places with the target. Then shift one square and make a secondary attack." Since the shift before the second attack always happens, it might as well be in the Hit line. If there is no available opponent, your writing creates a conundrum; the power somehow needs to know if you can reach a power after one step. My writing moves around that.</p><p></p><p><strong>Pressing Strike</strong>: Again, very class-appropriate but overly specific. Monsters have few opportunities to heal; only elites and solos can do Second Wind. Might want to merge this with Leveling Blow.</p><p></p><p><strong>Spinning Shot</strong> "you may bypass one square of cover/obstacle blocking line of sight" is unclear. I don't know if this is really any clearer, but at least its an alternative; it might give you inspiration for a third version. "You can trace line of sight and line of effect for this attack from any point to which you have a clear line of sight and effect. This will often allow you to bypass power and concealment."</p><p></p><p><strong>Sudden Kick</strong> I want to see Str play a role in this somehow. In addition, I'd make all the enemies' squares difficult ground; keeping track of who was your primary target last round doesn't seem like such a good idea. See my Raddoll power for another take on this idea.</p><p></p><p><strong>Test for Weakness</strong>. I think Probe for Weakness would be a better name, and perhaps for a different power. This is more like Exploit Weakness or Exploit Opening. The term is "opportunity attack", not "opportunity action". Resistance or vulnerability seems a bit incredulous and is situational; I think a straight penalty to defenses would be better, say -2 to all defenses.</p><p></p><p><strong>Arterial shot</strong> is visceral and amazingly cool, if a bit gross. </p><p></p><p><strong>Shot Through</strong>: "One creature in straight line from first target, according to your line of fire" is unclear. I came up with a mechanism for this under Ragdoll; push the primary target X squares, then shoot the first target whose square the first target enters. The primary attacks' hit line becomes this: "1[W] damage and push the target your Dexterity modifier squares. If another enemy blocks a target you could otherwise have pushed the first target into, you stop the push and instead make a secondary attack" with "Secondary target: The creature blocking the push of the primary target". Phew, this was a lot of text... Maybe not such an improvement as I thought.</p><p></p><p><strong>Warding Chain</strong>: Effect: ...their movement stops. This avoids a whole hassle of issues related to when you can interrupt an opponent's movement.</p><p></p><p><strong>Wolfbane</strong> Overspecific. If you make it generally more powerful and make it a daily, then slap on the anti-regeneration as an extra bonus, I think it could work.</p><p></p><p><strong>Bolt Volley</strong>: Offering foes a choice makes this complex. If you want this effect, make it a zone that does 1[W] damage with an additional 1[W] damage for anyone who moves in the area. or simply do damage and immobilize - say they are spiked to the floor. See also <a href="http://hastur.net/wiki/Weapon_mastery_(4E)#Repeating_Crossbow_Specialist" target="_blank">Repeating Crowwbow Volley</a>.</p><p></p><p>More later, depending on how the discussion goes. I've been a bit rough, criticizing almost every detail, but as I said above, I do it because I think its worth working on.</p></blockquote><p></p>
[QUOTE="Starfox, post: 4732856, member: 2303"] Continuing reading your class. I'm trying to be an editor here, not putting you down but pointing out problems so the end result becomes better - I wouldn't bother unless I thought this was good to begin with. Also, I am a stickler for simplicity, as my comments will show. (For the record, my common flaws include power creep and complexity trough emergent qualities; you might want to watch out for that). [b]Penetrating Sight[/b] has the somewhat odd ability to stack with itself. If someone has full cover and you shoot at the they effectively have light cover against your next shot. On the next shot, they have light cover, which is then reduced to no cover for the third shot. This might be a feature rather than a bug, but its not advertised and emergent qualities in a single power is a little too complex for this game. [B]Bob and Weave[/b] Again mechanically complex; you have to keep track of whether opponents miss you by exactly one or two points. Making them hit a friend on a roll of 1-2 would avoid that math. In addition, making it a concealment bonus makes Close and Area powers immune to it, as well as blind creatures, is this how it should work? I see this as more akin to cover, but perhaps its not working against area attack actually solves many targeting issues. Who decides what adjacent ally is hit? Overall, this is actually pretty weak. The effect is reactive, so you must do it before you attack. Presumably, opponents can simply ignore you. The amount of defense you get is low, and conditional upon an attack roll. See my Skeleton Trick encounter power for a more proactive approach to this maneuver. [B]Leveling Blow[/b] is again a lovely idea - an attack that removes buffs, leveling the battlefie4ld. But it is far too specific, and not very powerful at that. Temporary hit points is mainly something PCs do. I think this could be much more general in effect, removing a wide variety of buffs completely. Even then, monsters have few buffs in 4E, and [i]dispel magic[/i] was nerfed for a reason; removing random buffs was one of the most complex things you could do in 3E. Suggestion: Simplify and make much more general. Perhaps make it encounter or even daily; this is a situational power, which usually means a daily power, but I agree its one of the core elements of the Inquisitive. [b]Perfect Timing[/b] My only comment is to merge the second last line "Special: You may shift one square before making this attack." with the Hit line of the first attack, making that "Hit: Intelligence modifier damage and switch places with the target. Then shift one square and make a secondary attack." Since the shift before the second attack always happens, it might as well be in the Hit line. If there is no available opponent, your writing creates a conundrum; the power somehow needs to know if you can reach a power after one step. My writing moves around that. [b]Pressing Strike[/b]: Again, very class-appropriate but overly specific. Monsters have few opportunities to heal; only elites and solos can do Second Wind. Might want to merge this with Leveling Blow. [b]Spinning Shot[/b] "you may bypass one square of cover/obstacle blocking line of sight" is unclear. I don't know if this is really any clearer, but at least its an alternative; it might give you inspiration for a third version. "You can trace line of sight and line of effect for this attack from any point to which you have a clear line of sight and effect. This will often allow you to bypass power and concealment." [b]Sudden Kick[/b] I want to see Str play a role in this somehow. In addition, I'd make all the enemies' squares difficult ground; keeping track of who was your primary target last round doesn't seem like such a good idea. See my Raddoll power for another take on this idea. [b]Test for Weakness[/b]. I think Probe for Weakness would be a better name, and perhaps for a different power. This is more like Exploit Weakness or Exploit Opening. The term is "opportunity attack", not "opportunity action". Resistance or vulnerability seems a bit incredulous and is situational; I think a straight penalty to defenses would be better, say -2 to all defenses. [b]Arterial shot[/b] is visceral and amazingly cool, if a bit gross. [b]Shot Through[/b]: "One creature in straight line from first target, according to your line of fire" is unclear. I came up with a mechanism for this under Ragdoll; push the primary target X squares, then shoot the first target whose square the first target enters. The primary attacks' hit line becomes this: "1[W] damage and push the target your Dexterity modifier squares. If another enemy blocks a target you could otherwise have pushed the first target into, you stop the push and instead make a secondary attack" with "Secondary target: The creature blocking the push of the primary target". Phew, this was a lot of text... Maybe not such an improvement as I thought. [b]Warding Chain[/b]: Effect: ...their movement stops. This avoids a whole hassle of issues related to when you can interrupt an opponent's movement. [b]Wolfbane[/b] Overspecific. If you make it generally more powerful and make it a daily, then slap on the anti-regeneration as an extra bonus, I think it could work. [b]Bolt Volley[/b]: Offering foes a choice makes this complex. If you want this effect, make it a zone that does 1[W] damage with an additional 1[W] damage for anyone who moves in the area. or simply do damage and immobilize - say they are spiked to the floor. See also [Url=http://hastur.net/wiki/Weapon_mastery_(4E)#Repeating_Crossbow_Specialist]Repeating Crowwbow Volley[/url]. More later, depending on how the discussion goes. I've been a bit rough, criticizing almost every detail, but as I said above, I do it because I think its worth working on. [/QUOTE]
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