L4W Discussion Thread IV

Dude. Note to self. Don't funnel your characters into a bottleneck, thus forcing a SWAT team entry. This works nicely in TT games, but not so well in PbP. Lot's of time wasted!

lol, wouldn't have been except I am still new to 4E and am trying to figure out the better options to defend my allies. I mean... I've played tanks in WoW and Warhammer Online: Age of Reckoning, but they have a specific aggro generation model. 4E is more of a "Be big and scary, and hamper them until they hit you". More like Warhammer's PvP mechanic. "I hurt you lots more until you bother with me!"

Just hoping my latest actions weren't suicide.
 

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Not making a separate thread for this because I don't have enough definite thoughts for a proposal yet, but I have an idea.

There are a bunch of feats that specifically help coordinating with other people in your party, such as the Guild feats from one of the Dragon magazines and the Tribal feats from Primal Power (give you extra bonuses when someone else in the party has the same feat), and the big one that's affecting me right now, Accursed Coordination, which is a lifesaver in a party with two Warlocks, and useless otherwise.

Since we swap parties around between each adventure here, there's not much point in taking feats like this since you never know what you're going to get. I was wondering if there was a way to fix this. I was thinking about letting everyone take an extra feat, choose before each adventure which feat to NOT enable for this adventure - so as a Warlock I could take a personal feat and swap it out for Accursed Coordination if I ever join an adventure with another Warlock.

What do you think?
 

I really really like the idea of a swappable feat. I was just pondering the problem of having a sort of random selection of characters all the time. I think something like this could work well.
 

Simple and elegant. What about power level though? Will it makes things much easier? Just to be sure, you are not saying, "before each adventure choose another feat," right? You are saying, "choose a feat, before an adventure starts you can instantly retrain this feat in for a feat you currently possess. Once the adventure ends, you reswap feats."
 


The Guild feats are in Dragon Magazine issue 373

Accursed Coordination is in the Arcane Power supplemental.

Yeah. You can access these through DDI's Character Builder program.
 

The Guild feats are in Dragon Magazine issue 373

Accursed Coordination is in the Arcane Power supplemental.

Yeah. You can access these through DDI's Character Builder program.

Ah, alright. Maybe I'll get use of this mini-proposal in a few years then, but not as it is, since I can't get DDI or the books! Anyways, I'd definitelly approve of the ability to swap a feat in or out if the right class is present, but I would wonder whether it makes sense In Character, if someone refluffed a class rather heavily to recognize ICly that they are X class.
 

I don't like the idea of swapping feats. It's just powergaming. You could encourage other warlocks to take that feat and try to get in party with them which is IMO much more RP wise, or stick with a group in which you know what you got, like the group my character Mri'Thas is. We stick together and get advantage knowing each other's tactics. Mostly =P
 


Joe, would there be a requirement that the extra feat be a "tribal-style" feat that works with other characters? If not, players might use it to switch between "regular" feats, which seems like it's not your intention. (Although, I'm not sure that a player would stand to gain much by doing so, it's the "tribal-style" feats where it's tempting to switch... but worth thinking over.)
 

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