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<blockquote data-quote="Quickleaf" data-source="post: 4772039" data-attributes="member: 20323"><p>Great work! <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=":)" /> I missed this update a few days ago, but I really like the power sketches you've come up with. Thanks for taking a stab at the re-writes too.</p><p></p><p>Before I comment on each one, I have some concerns. </p><p></p><p>First, I disagree with making the class' primary stat Dexterity. There's a Dex Fighter build, Dex is the 1st or 2nd stat of Rangers, and Dex is the Rogue's primary stat - I think there's enough martial classes with a focus on Dex. On the other hand, no class besides the wizard emphasizes Int as the primary stat. I.e. Dex needs no more love, but Int sorely does, and it fits the archetype.</p><p></p><p>Second, I realized that some of the powers I suggested might not suit the original archetype of an investigative cunning hero, and want to focus more strongly on the concept - making powers around it, rather than vice versa. Anyhow, hence the importance of Intelligence. It seems you're going for something different with the "Daredevil" focus, more of an adaptive acrobat, but I'm not sure. The assortment of powers seem very eclectic.</p><p>What is your concept/archetype for the MC?</p><p></p><p></p><p>Ok, onto the powers! <em>EDIT: I only made it through Superior Ground so far, but I'll post more comments later</em>/</p><p></p><p><strong>Challenge the Leader</strong></p><p>I think most of your re-writes of my powers are well done and more "4E-like". Are there precedents for powers where the "target cannot save against this at the end of its current round"?</p><p></p><p><strong>Hidden Stake</strong></p><p>While I agree it should be a free action and like that you added the restrained condition, your version is hard to swallow because it dictates something about your enemy, e.g. they're clumsy. That's a power-design no-no. And why take "getting knocked prone" out of the trigger? </p><p>I was hesitant writing hidden stake because it makes an assumption about your battle environment (one which movies seem to make a bit, but still D&D is stranger than movies), suffering from a variation of the invisible non-combat equipment syndrome.</p><p></p><p><strong>Foe Shield</strong></p><p>Much much better, thanks! <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><strong>Pebble Trap</strong></p><p>I'm hesitant about this power along with the others which rely on "invisible non-combat equipment". It just seems like the sort of thing that's better handled with the stunt rules in the What the Rules Don't Cover section of the DMG rather than codified as a power.</p><p></p><p><strong>Anchored Shackles</strong></p><p>A solid power. The more I consider the class' powers, I wonder if requisite weapon powers make sense or not. I can't help but think that anchored shackles, shackles, and lodestone shackles belong together as a multi-class feat a la gladiator/assassin <em>Dragon</em> articles.</p><p></p><p><strong>Pressing Attack</strong></p><p>I like the change you made, but I'd make this an encounter power and remove the "adjacent" clause because it's dissonant with the flavor. Consider that the MC isn't necessarily trying to avoid being near enemies like most controllers - class features should allow it to maneuver among enemies and use them against each other (at least minions and less powerful foes).</p><p></p><p><strong>Warding Pose</strong></p><p>Shouldn't this be a high-level stance power with a sustain minor option? Just seems more 4E that way.</p><p></p><p><strong>Shock and Awe</strong></p><p>Love the concept! Very Batman-esque <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=":)" /> I'd add something to it, but probably not damage (since that could kill minions from fright). How about you also gain concealment? Or the first attack against you in the encounter misses as enemies think you're in 2 places at once?</p><p>Also, since I'm of the school of single stat class design, I don't like that it uses Charisma for the attack (even if it makes sense). I would instead add a damaging primary attack, and if that hits it triggers an automatic wave of fear secondary attack. More rolling, but also true to what a pulp hero might do.</p><p></p><p><strong>Ragdoll</strong></p><p>This power needs a primary attack. Also, when it's used in movies, isn't the thrown foe also knocked prone?</p><p>I'll also point out that it would be easier to say push 2 squares rather than Strength. Again, this is a design philosophy thing - the fewer stats involved in powers the more effective the class. This goes for other powers too, like Foe Sweep where your primary attack is Dexterity and secondary is Strength.</p><p></p><p><strong>Foe Sweep</strong></p><p>Why not get rid of the secondary attack language, and make it a secondary burst 1?</p><p></p><p><strong>Reckless Pursuit</strong></p><p>Feels torn out of samurai movie <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> Love it! </p><p>The part about knocking them prone on a melee hit seems too powerful however.</p><p></p><p><strong>Throw Sand</strong></p><p>This power is just a bad idea. It relies on invisible non-combat equipment and is the sort of trick that shouldn't come up even every day. It should also be risky (yours is a guaranteed hit). And it's prone to other players asking why their characters can't do it, or why it's a daily power. I know it's a cool movie move, but leave it for creative and daring players to try as a stunt, not a power. There's been a lot of online discussion of various versions of this power, wish I had a url to refer you to.</p><p></p><p><strong>Restraining Shot</strong></p><p>Solid power.</p><p></p><p><strong>Warding Strike</strong></p><p>Ending the target's turn is very powerful, something I wouldn't expect to see until mid-paragon levels. Also, the power is kind of bland. Did you have an specific idea/inspiration you were going for?</p><p></p><p><strong>Shot Through</strong></p><p>Hard to understand. I think this one deserves a closer look. What were your thoughts designing it? Didn't like the crossbow requirement? What's a Piercing Target/Attack in captial letters mean?</p><p></p><p><strong>Blinding Shot</strong></p><p>Solid power.</p><p></p><p><strong>Irritating Cloud</strong></p><p>Along with pebble trap, oil slick, and throw sand, I am skeptical of powers like this. I don't think they mold well to 4E's at-wll/encounter/daily power division, and are better handled with stunts.</p><p></p><p><strong>Arterial Shot</strong></p><p>Simple changes, solid power.</p><p></p><p><strong>Trigger Trap</strong></p><p>Awesome, but this seems like the kind of thing you should be able to do with Thievery anyhow, doesn't it?</p><p></p><p><strong>Skeleton Trick</strong></p><p>Hmm. This looks like a toned down version of Become the Wraith? For the purposes of making comments & critique it would have been easier for me if you kept the same names or at least put them in parantheses for ease of reference. Oh well, next time.</p><p>What were your thoughts behind this one?</p><p></p><p><strong>Jarring Blow</strong></p><p>Seems out of place and without any flavor. Also, why does the stunning last until the *beginning* of the PC's next turn? I haven't seen powers do that much.</p><p></p><p><strong>Quick Kick</strong></p><p>This is Sudden Kick re-concepted, right? Some of the name changes seem...odd. I'm not sure what necessitated changing them. </p><p>Your version does none of what I was trying to accomplish with the original, that is blurring the boundary between monsters & terrain. I agree that the original power was too complex, but you've thrown out the baby with the bathwater.</p><p></p><p><strong>Oil Slick</strong></p><p>I feel like such a naysayer. You've come up with cool powers that capture the feel of movies really well. It's just that oil slick is the kind of thing that's so circumstantial it works better as a stunt than a power.</p><p></p><p><strong>Roll With the Blow</strong></p><p>I like your version, but it has a different feel. Why push and not shift?</p><p>The original was intended to model getting pounded by a strong monster (knocked prone), hence the clause about being able to rise faster. Maybe that's better handled by a feat?</p><p></p><p><strong>Lethal Dodge</strong></p><p>Solid power.</p><p></p><p><strong>Eagle Eye</strong></p><p>Awesome, awesome power. Did you make this one up or was it based on one of mine? Either way, it looks great. <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><strong>Even the Field</strong></p><p>This is a high-paragon or low-epic power, and it also seems like it belongs to the Ranger not the MC we're working on.</p><p>Still, I'm hooked on the basic mechanic about the lingering zone.</p><p></p><p><strong>Superior Ground</strong></p><p>This seems like a re-tooling of the Canny Positioning class feature. Is that right?</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 4772039, member: 20323"] Great work! :) I missed this update a few days ago, but I really like the power sketches you've come up with. Thanks for taking a stab at the re-writes too. Before I comment on each one, I have some concerns. First, I disagree with making the class' primary stat Dexterity. There's a Dex Fighter build, Dex is the 1st or 2nd stat of Rangers, and Dex is the Rogue's primary stat - I think there's enough martial classes with a focus on Dex. On the other hand, no class besides the wizard emphasizes Int as the primary stat. I.e. Dex needs no more love, but Int sorely does, and it fits the archetype. Second, I realized that some of the powers I suggested might not suit the original archetype of an investigative cunning hero, and want to focus more strongly on the concept - making powers around it, rather than vice versa. Anyhow, hence the importance of Intelligence. It seems you're going for something different with the "Daredevil" focus, more of an adaptive acrobat, but I'm not sure. The assortment of powers seem very eclectic. What is your concept/archetype for the MC? Ok, onto the powers! [i]EDIT: I only made it through Superior Ground so far, but I'll post more comments later[/i]/ [b]Challenge the Leader[/b] I think most of your re-writes of my powers are well done and more "4E-like". Are there precedents for powers where the "target cannot save against this at the end of its current round"? [b]Hidden Stake[/b] While I agree it should be a free action and like that you added the restrained condition, your version is hard to swallow because it dictates something about your enemy, e.g. they're clumsy. That's a power-design no-no. And why take "getting knocked prone" out of the trigger? I was hesitant writing hidden stake because it makes an assumption about your battle environment (one which movies seem to make a bit, but still D&D is stranger than movies), suffering from a variation of the invisible non-combat equipment syndrome. [b]Foe Shield[/b] Much much better, thanks! :) [b]Pebble Trap[/b] I'm hesitant about this power along with the others which rely on "invisible non-combat equipment". It just seems like the sort of thing that's better handled with the stunt rules in the What the Rules Don't Cover section of the DMG rather than codified as a power. [b]Anchored Shackles[/b] A solid power. The more I consider the class' powers, I wonder if requisite weapon powers make sense or not. I can't help but think that anchored shackles, shackles, and lodestone shackles belong together as a multi-class feat a la gladiator/assassin [i]Dragon[/i] articles. [b]Pressing Attack[/b] I like the change you made, but I'd make this an encounter power and remove the "adjacent" clause because it's dissonant with the flavor. Consider that the MC isn't necessarily trying to avoid being near enemies like most controllers - class features should allow it to maneuver among enemies and use them against each other (at least minions and less powerful foes). [b]Warding Pose[/b] Shouldn't this be a high-level stance power with a sustain minor option? Just seems more 4E that way. [b]Shock and Awe[/b] Love the concept! Very Batman-esque :) I'd add something to it, but probably not damage (since that could kill minions from fright). How about you also gain concealment? Or the first attack against you in the encounter misses as enemies think you're in 2 places at once? Also, since I'm of the school of single stat class design, I don't like that it uses Charisma for the attack (even if it makes sense). I would instead add a damaging primary attack, and if that hits it triggers an automatic wave of fear secondary attack. More rolling, but also true to what a pulp hero might do. [b]Ragdoll[/b] This power needs a primary attack. Also, when it's used in movies, isn't the thrown foe also knocked prone? I'll also point out that it would be easier to say push 2 squares rather than Strength. Again, this is a design philosophy thing - the fewer stats involved in powers the more effective the class. This goes for other powers too, like Foe Sweep where your primary attack is Dexterity and secondary is Strength. [b]Foe Sweep[/b] Why not get rid of the secondary attack language, and make it a secondary burst 1? [b]Reckless Pursuit[/b] Feels torn out of samurai movie :D Love it! The part about knocking them prone on a melee hit seems too powerful however. [b]Throw Sand[/b] This power is just a bad idea. It relies on invisible non-combat equipment and is the sort of trick that shouldn't come up even every day. It should also be risky (yours is a guaranteed hit). And it's prone to other players asking why their characters can't do it, or why it's a daily power. I know it's a cool movie move, but leave it for creative and daring players to try as a stunt, not a power. There's been a lot of online discussion of various versions of this power, wish I had a url to refer you to. [b]Restraining Shot[/b] Solid power. [b]Warding Strike[/b] Ending the target's turn is very powerful, something I wouldn't expect to see until mid-paragon levels. Also, the power is kind of bland. Did you have an specific idea/inspiration you were going for? [b]Shot Through[/b] Hard to understand. I think this one deserves a closer look. What were your thoughts designing it? Didn't like the crossbow requirement? What's a Piercing Target/Attack in captial letters mean? [b]Blinding Shot[/b] Solid power. [b]Irritating Cloud[/b] Along with pebble trap, oil slick, and throw sand, I am skeptical of powers like this. I don't think they mold well to 4E's at-wll/encounter/daily power division, and are better handled with stunts. [b]Arterial Shot[/b] Simple changes, solid power. [b]Trigger Trap[/b] Awesome, but this seems like the kind of thing you should be able to do with Thievery anyhow, doesn't it? [b]Skeleton Trick[/b] Hmm. This looks like a toned down version of Become the Wraith? For the purposes of making comments & critique it would have been easier for me if you kept the same names or at least put them in parantheses for ease of reference. Oh well, next time. What were your thoughts behind this one? [b]Jarring Blow[/b] Seems out of place and without any flavor. Also, why does the stunning last until the *beginning* of the PC's next turn? I haven't seen powers do that much. [b]Quick Kick[/b] This is Sudden Kick re-concepted, right? Some of the name changes seem...odd. I'm not sure what necessitated changing them. Your version does none of what I was trying to accomplish with the original, that is blurring the boundary between monsters & terrain. I agree that the original power was too complex, but you've thrown out the baby with the bathwater. [b]Oil Slick[/b] I feel like such a naysayer. You've come up with cool powers that capture the feel of movies really well. It's just that oil slick is the kind of thing that's so circumstantial it works better as a stunt than a power. [b]Roll With the Blow[/b] I like your version, but it has a different feel. Why push and not shift? The original was intended to model getting pounded by a strong monster (knocked prone), hence the clause about being able to rise faster. Maybe that's better handled by a feat? [b]Lethal Dodge[/b] Solid power. [b]Eagle Eye[/b] Awesome, awesome power. Did you make this one up or was it based on one of mine? Either way, it looks great. :) [b]Even the Field[/b] This is a high-paragon or low-epic power, and it also seems like it belongs to the Ranger not the MC we're working on. Still, I'm hooked on the basic mechanic about the lingering zone. [b]Superior Ground[/b] This seems like a re-tooling of the Canny Positioning class feature. Is that right? [/QUOTE]
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