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<blockquote data-quote="Starfox" data-source="post: 4772196" data-attributes="member: 2303"><p>A very long reply that will need a long and tought-out answer. I'll see what I can come up with. I might seem defensive, but I love the issues you bring up: it forces me to re-examine what I wrote. Even if I defend my current version, it can still prompt me to change and polish later.</p><p></p><p>While I agree that Int is an underused attribute in 4E, and especially among the martial classes, I find it a bit hard to swallow to have combat maneuvers on Intelligence. Also, I envision the Dartedevil as pretty open conceptually - again, the movie The Princess' Bride is perhaps the best example. All the three major characters in that movie could be Daredevils as I am now building them. But this decision isn't very important at this stage - it is quite easy to change even at a late stage in the design process. Overall, the class for me is still in its infant stage. I'm still making building blocks. I find it is a bigger part of the process to build the parts than to assemble them. I'm not yet completely certain what this class will be like - with 4 different sub-builds, it is indeed very eclectic right now. It might still end up as two different classes. In the end, we might end up with 2 different classes, one Int-based, one based on another attribute, probably Dexterity or Strength. Perhaps the Int-based ideas for the Daredevil will go to the Inquisitive or whatever.</p><p></p><p>Invisible equipment is a major drag for you. I just don't see the problem as very serious at all. If there was a solid stunt system that people actually used I could see an issue, but the short DMG section is very sketchy and also not very rewarding to try and use. (Actually, this could be worth its own separate thread.) Just as a Wizard can pull tricks out of his sleeve and use them in a figurative sense, I don't see a problem with a martial character doing so literally.</p><p></p><p></p><p></p><p>Not as far as I know. I too find it a little odd, but as you do this during an opponent's turn, letting them get a save at their turn would make the power very weak. It could have a set duration instead.</p><p></p><p></p><p></p><p>Knocked Prone is a pretty rare condition, but reading your power again I see its either that or being pushed into a wall, which is very cool - that should stay the way you wrote it.</p><p></p><p></p><p></p><p>Do your players ever use the "what the rules don't cover" section? Mine don't. If its not a power, they will very rarely try it.</p><p></p><p></p><p></p><p>Possibly this could be a weapon specialization power for the spiked chain. But note that you do not need a flail to use this; having shackles in a free hand will do. We need about a hundred powers total to make a class; being picky about them makes things a lot harder. I have tried to avoid weapon-specific powers, but this is not really one of those.</p><p></p><p></p><p></p><p>I took the adjacent restriction from the name and fluff; putting pressure on someone generally means going in close. But given that it is also a ranged power, it should probably work differently, perhaps have a different name too. This might end up as two powers.</p><p></p><p></p><p></p><p>I thought it would be a little too strong if it lasted several rounds. You might let it work like that at epic levels. Perhaps make a separate power on that concept.</p><p></p><p></p><p></p><p>Compare to Signature Flourish - these two powers started off as one power and developed in different directions. I think you're right about not using Charisma as an attack stat here, but it really does not work as a Dexterity attack. If this was an Int-based class, this power would work superbly. As it is, it doesn't really work for the Daredevil.</p><p></p><p>And, with the way hp these days are mostly about morale, I see no reason why you cannot "kill" minions from fright.</p><p></p><p></p><p></p><p>The intent is that the push against the primary target is automatic; then you roll attack rolls against both primary and secondary targets to see if you get the damage and knockdown. I wanted to avoid making it like Orb of Force, that must hit its primary target or have no effect at all; making an area attack that chancy makes it very hard to balance. Accuracy against secondary targets becomes too low.</p><p></p><p></p><p></p><p>This is really a single-target attack with a small side effect on adjacent targets. That said, your idea is good; I will have Insight of Power add Str to damage to secondary targets instead of what it does now, which is overcomplex.</p><p></p><p></p><p></p><p>I think of this as a paragon or even epic level power. What it really does is push, allow each ally in the area a basic melee attack (often not that interesting) and do simple attack damage. I thought it needed a little more, but that of course depends on what level it ends up at.</p><p></p><p></p><p></p><p>Its a single-target control power that isn't even very impressive in effect. But it could be changed to have a more dramatic effect on a hit and a less dramatic one on a miss, sort of Bild+slow with just Blind on a miss.</p><p></p><p></p><p>Its a lesser variant of Warding Pose, above. I envision it as a quick and solid intercept punch or weapon strike that takes the air out of the opponent. The class needs something to keep it alive in melee, and this has the right proactive feel for me - more so than a simple defense bonus. Rather than avoiding the attack, you insire the opponent doesn't even get to attack.</p><p></p><p></p><p></p><p>I originally called the follow-up attacks secondary atatcks, but since the recusrsion is a bit complex, I decided to try another wording. Since then I've noticed other powers that give multple "secondary" attacks, so I guess that wording is better. And no, I dodnöt like the crossbow requirement. I think deciding what weapons a class can use is very restricting and should be avoided. You can give incitaments to use certain weapons - such as starting proficency - but its bad to prohibit certain weapons alltogether.</p><p></p><p></p><p></p><p>Think we'll have to agree to disagree on this.</p><p></p><p></p><p></p><p>Possibly... But it would be much harder to pull off as justa general stunt.</p><p></p><p></p><p></p><p>This was based on a favourite stunt friends of mine used to use in TORG. And the name is a placeholder - its based on the stunts they used. I donöät see a power named Become the Wraith in the pdf. The idea here is that you misdirect an opponent's attack onto a second enemy, but to avoid a complex interrupt mechanic, this is not the actual attack in game terms - instead you just use the effect of one of their attacks. Conceptually it is an attack that misses you and instead strikes one of their allies. In game terms, you use the damage value of an attack they could have made but never did.</p><p></p><p></p><p>You need a few powers that are generic and will fit in every situation. The disadvantage to giving a power lots of flavor is that it loses in general utility.</p><p></p><p></p><p></p><p>It is similar in description but very different in game terms, so not really a translation of your Sudden Kick at all. I wasn't sure how I'd handle the terrain generating effect of the other one. Corpses in DnD are not generally seen as difficult ground at all (which gives me an idea for a power).</p><p></p><p></p><p></p><p>Again, a separate dsicussion. I feel we cannot do without these powers if we are to get a suffuicent number - and having the tool be a requirement makes this a non-issue to me.</p><p></p><p></p><p>A feat to let you take half damage? Donöt think so. And yes, it is a little odd to give an opponent the opportinity to push you, but I feel it balances the power neatly.</p><p></p><p></p><p>Its based on your See What is Not There, which I got the gist of but couldnöt understand how it was supposed to work.</p><p></p><p></p><p></p><p>Basically, I agree, even if I would see it as a Warlord power and not Ranger. However, those classes have their powers, and I think this can work here - a controller can buff, just not in as direct a way as a leader.</p><p></p><p></p><p></p><p>Eh... I didn't think of this as Canny Positioning because I could not grok canny positioning. If it does something similar, I figure that's cool.</p></blockquote><p></p>
[QUOTE="Starfox, post: 4772196, member: 2303"] A very long reply that will need a long and tought-out answer. I'll see what I can come up with. I might seem defensive, but I love the issues you bring up: it forces me to re-examine what I wrote. Even if I defend my current version, it can still prompt me to change and polish later. While I agree that Int is an underused attribute in 4E, and especially among the martial classes, I find it a bit hard to swallow to have combat maneuvers on Intelligence. Also, I envision the Dartedevil as pretty open conceptually - again, the movie The Princess' Bride is perhaps the best example. All the three major characters in that movie could be Daredevils as I am now building them. But this decision isn't very important at this stage - it is quite easy to change even at a late stage in the design process. Overall, the class for me is still in its infant stage. I'm still making building blocks. I find it is a bigger part of the process to build the parts than to assemble them. I'm not yet completely certain what this class will be like - with 4 different sub-builds, it is indeed very eclectic right now. It might still end up as two different classes. In the end, we might end up with 2 different classes, one Int-based, one based on another attribute, probably Dexterity or Strength. Perhaps the Int-based ideas for the Daredevil will go to the Inquisitive or whatever. Invisible equipment is a major drag for you. I just don't see the problem as very serious at all. If there was a solid stunt system that people actually used I could see an issue, but the short DMG section is very sketchy and also not very rewarding to try and use. (Actually, this could be worth its own separate thread.) Just as a Wizard can pull tricks out of his sleeve and use them in a figurative sense, I don't see a problem with a martial character doing so literally. Not as far as I know. I too find it a little odd, but as you do this during an opponent's turn, letting them get a save at their turn would make the power very weak. It could have a set duration instead. Knocked Prone is a pretty rare condition, but reading your power again I see its either that or being pushed into a wall, which is very cool - that should stay the way you wrote it. Do your players ever use the "what the rules don't cover" section? Mine don't. If its not a power, they will very rarely try it. Possibly this could be a weapon specialization power for the spiked chain. But note that you do not need a flail to use this; having shackles in a free hand will do. We need about a hundred powers total to make a class; being picky about them makes things a lot harder. I have tried to avoid weapon-specific powers, but this is not really one of those. I took the adjacent restriction from the name and fluff; putting pressure on someone generally means going in close. But given that it is also a ranged power, it should probably work differently, perhaps have a different name too. This might end up as two powers. I thought it would be a little too strong if it lasted several rounds. You might let it work like that at epic levels. Perhaps make a separate power on that concept. Compare to Signature Flourish - these two powers started off as one power and developed in different directions. I think you're right about not using Charisma as an attack stat here, but it really does not work as a Dexterity attack. If this was an Int-based class, this power would work superbly. As it is, it doesn't really work for the Daredevil. And, with the way hp these days are mostly about morale, I see no reason why you cannot "kill" minions from fright. The intent is that the push against the primary target is automatic; then you roll attack rolls against both primary and secondary targets to see if you get the damage and knockdown. I wanted to avoid making it like Orb of Force, that must hit its primary target or have no effect at all; making an area attack that chancy makes it very hard to balance. Accuracy against secondary targets becomes too low. This is really a single-target attack with a small side effect on adjacent targets. That said, your idea is good; I will have Insight of Power add Str to damage to secondary targets instead of what it does now, which is overcomplex. I think of this as a paragon or even epic level power. What it really does is push, allow each ally in the area a basic melee attack (often not that interesting) and do simple attack damage. I thought it needed a little more, but that of course depends on what level it ends up at. Its a single-target control power that isn't even very impressive in effect. But it could be changed to have a more dramatic effect on a hit and a less dramatic one on a miss, sort of Bild+slow with just Blind on a miss. Its a lesser variant of Warding Pose, above. I envision it as a quick and solid intercept punch or weapon strike that takes the air out of the opponent. The class needs something to keep it alive in melee, and this has the right proactive feel for me - more so than a simple defense bonus. Rather than avoiding the attack, you insire the opponent doesn't even get to attack. I originally called the follow-up attacks secondary atatcks, but since the recusrsion is a bit complex, I decided to try another wording. Since then I've noticed other powers that give multple "secondary" attacks, so I guess that wording is better. And no, I dodnöt like the crossbow requirement. I think deciding what weapons a class can use is very restricting and should be avoided. You can give incitaments to use certain weapons - such as starting proficency - but its bad to prohibit certain weapons alltogether. Think we'll have to agree to disagree on this. Possibly... But it would be much harder to pull off as justa general stunt. This was based on a favourite stunt friends of mine used to use in TORG. And the name is a placeholder - its based on the stunts they used. I donöät see a power named Become the Wraith in the pdf. The idea here is that you misdirect an opponent's attack onto a second enemy, but to avoid a complex interrupt mechanic, this is not the actual attack in game terms - instead you just use the effect of one of their attacks. Conceptually it is an attack that misses you and instead strikes one of their allies. In game terms, you use the damage value of an attack they could have made but never did. You need a few powers that are generic and will fit in every situation. The disadvantage to giving a power lots of flavor is that it loses in general utility. It is similar in description but very different in game terms, so not really a translation of your Sudden Kick at all. I wasn't sure how I'd handle the terrain generating effect of the other one. Corpses in DnD are not generally seen as difficult ground at all (which gives me an idea for a power). Again, a separate dsicussion. I feel we cannot do without these powers if we are to get a suffuicent number - and having the tool be a requirement makes this a non-issue to me. A feat to let you take half damage? Donöt think so. And yes, it is a little odd to give an opponent the opportinity to push you, but I feel it balances the power neatly. Its based on your See What is Not There, which I got the gist of but couldnöt understand how it was supposed to work. Basically, I agree, even if I would see it as a Warlord power and not Ranger. However, those classes have their powers, and I think this can work here - a controller can buff, just not in as direct a way as a leader. Eh... I didn't think of this as Canny Positioning because I could not grok canny positioning. If it does something similar, I figure that's cool. [/QUOTE]
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