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Juggernaut
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<blockquote data-quote="Owen K.C. Stephens" data-source="post: 4851215" data-attributes="member: 3190"><p><strong>Revised Juggernaut</strong></p><p></p><p>Obviously nine months is a long time to wait to respond to questions, so I apologise.</p><p></p><p>Attached is a revised Juggernaut class, all 30 levels with paragon paths and feats, which addresses issues raised here and in playtesting the class for two ongoing campaigns and a few pick-up games.</p><p></p><p>The only things not directly answered is one of balance, specifically for the Juggernaut powers that allow you to pick up low-level daily and encounter powers as souped-up higher-level powers. Now balance is a tricky thing, even in 4e, and I haven't seen this class in as much high-level gameplay as I'd like. That said, yes I think the powers are balanced, and I specifically wrote then to give high-level Juggernauts options other classes don't have.</p><p></p><p>The main reasons I suspect no one else is using a similar mechanic for any other classes are power creep and reprinting. When you give a class an ability that works off any other power of the class that meets a specific definition, you have to keep those powers in mind when you do anything new for the class. If the Juggernaut was getting new powers in miniatures sets or a Houserules Power splatbook, one of those new powers could become unbalanced with this option.</p><p></p><p>And of course, those powers let you do an <em>old</em> cool power at higher level, rather than letting you do brand-new cool things. I think that's fine for one class, but if <em>every</em> class did it you'd lose room for dozens of new, cool powers.</p><p></p><p>If anyone has futher comments or questions, feel free to post them here. I <em>won't</em> wait 9 months before checking in on this thread again.</p></blockquote><p></p>
[QUOTE="Owen K.C. Stephens, post: 4851215, member: 3190"] [b]Revised Juggernaut[/b] Obviously nine months is a long time to wait to respond to questions, so I apologise. Attached is a revised Juggernaut class, all 30 levels with paragon paths and feats, which addresses issues raised here and in playtesting the class for two ongoing campaigns and a few pick-up games. The only things not directly answered is one of balance, specifically for the Juggernaut powers that allow you to pick up low-level daily and encounter powers as souped-up higher-level powers. Now balance is a tricky thing, even in 4e, and I haven't seen this class in as much high-level gameplay as I'd like. That said, yes I think the powers are balanced, and I specifically wrote then to give high-level Juggernauts options other classes don't have. The main reasons I suspect no one else is using a similar mechanic for any other classes are power creep and reprinting. When you give a class an ability that works off any other power of the class that meets a specific definition, you have to keep those powers in mind when you do anything new for the class. If the Juggernaut was getting new powers in miniatures sets or a Houserules Power splatbook, one of those new powers could become unbalanced with this option. And of course, those powers let you do an [I]old[/I] cool power at higher level, rather than letting you do brand-new cool things. I think that's fine for one class, but if [I]every[/I] class did it you'd lose room for dozens of new, cool powers. If anyone has futher comments or questions, feel free to post them here. I [I]won't[/I] wait 9 months before checking in on this thread again. [/QUOTE]
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