Martial Controller: Auxiliary (Version 0.11) -Updated Preview Character (Aug. 9th)

Looked over the GSL and I think you're good with

Area # within weapon range.

I'm gonna posit that based on:

A.) The example given of how adding an application is acceptable where altering a definition is not on p. 2.

B.) The inclusion of the actual definition of area attack from the combat section in the SRD on page 28. A definition that clearly states weapons may be used as requisite for area attacks with the accompanying requisite limitations on range.


Now, whether or not making weapon range the range for an area attack is a good idea when the class has such free use of ranged weapons is another matter.
 

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Dr. Strangemonkey said:
How does it take away the flavor of ranged weapons?

If you don't see artifically limiting/extending the ranges of projectile/thrown weapons with the blanket Area burst formula as losing the flavor or ranged weapons I really can't debate this point because for me the range of a ranged weapon is part of its flavor.

Also, you should take a look at the definition of area attacks in the combat section of the PHB, I think it's page 170?, it explicitly includes rules for use of ammunition when a ranged weapon is a necessary part of the power.

Trust me... I've looked that section (pg. 271-2) over quite a few times already and know about the use of ammo, that is not the problem with Area burst.

What we have here is a failure to communicate about a basic principle of good writing. On a basic level it does have a major 4E reference problem because you just introduced a term to an area that had previously been limited. For me there simply can't be a comparison. Introducing a new term at a point in the syntax that is clearly limited as opposed to expansive is a bad move writing-wise. There can be good reasons to make such a move, but I'm going to be inclined to resist it until all other options are exhausted.

Although it would add an extra line to each power I must admit as a designer it would be nice to use Area burst instead of Area volley, however the 4e Reference is specifically spelled out in the SRD as previously mentioned. Now do I think WotC will come after me if I publish the class with Area burst instead of Area volley. Probably not, however, any publisher I sell this idea to needs to have firm confidence that I have not left them open to legal action by WotC.

When good game design prinsiples and good business practices conflict... good business practices should win out.

As for other alternatives I have considered them and each of them has failed on some level. If you'd like to write an example of your ideal "Volley" keyword which does not alter, redefine, or define a 4e reference, then maybe I'll see how you've worked out all the business concerns with the GSL.

I mean, it's clearly your choice, but I'm really unlikely to be persuaded that there's an inherent advantage to this tactic. It might be a necessity, but it's not a necessity I'm seeing. I'd sooner loose flavor than complicate the basic structure of the rules unnecessarily.

The inherent advantage is that it does not mess with 4e References. It add a new term that is self-contained to the product but also works with existing rules because it is an "Area" attack and therefore falls under those rules. Now if there are feats and the like that specifically interact with area burst (as opposed to Area attacks), then I would worry about adding the Area volley but I have not seen any mechanics that specifically target Area bursts in particular and not Area attacks in general.

On a different note, technically the requirement line would be cut out by the Weapon keyword, but I think in terms of readability you would include the requirement line regardless. If there's any required limitation to the power that isn't strictly delineated by the weapon or implement keywords you probably want it in the power write up rather than implied.

Actually if you look at the Close attacks that have the Weapon keyword they all use the "Requirment line" (ex. Spray of Arrows Ranger Attack 9; Blinding Barrage Rogue Attack 1). In addition, I have yet to find any Area burst "Weapon" keyword powers in the same vein as the above. All of the AoE powers associated with ranged weapons are "Close" burst/blast attacks with short ranges.

If there was an actual Area burst in the PHB that also had a Weapon keyword and used a ranged weapon, then I'd be using it as my template. However, there aren't any that I've seen. If you do know of one, then please let me know as it'd save me a whole lot of time and energy ;)

I'll have to look at where in the SRD it occurs, but given the write up of areas in the combat section I have my doubts that introducing a term rather than a number into the variable section of the formula represents a violation of the definition.

I'd agree if they didn't include the formula as part of the SRD. If the formula wasn't there I'd go with Area burst, but it's there and so I'm not willing to risk putting a publisher at risk with WotC.

What power are you considering that needs friend/foe recognition and is not an attack power?





The term shows up in cleric burst powers a lot earlier than 29th level. I picked that one cause it's impressive, it gives the argument weight that it's not unbalancing at that level of power.

I think you're missing the point:

Astral Storm does damage, that is it. Its initial effect does damage. Its zone does damage. It creates an "attacking" zone. Also none of the other Cleric Area burst prayers create a zone, they are also purely attack powers.

Auxiliary class exploits cause "non-attacking" zones, such as difficult terrain, slowing, causing penalties, etc. These zones do not make attack rolls, they simply have their effect on those within the zone.

You can see that the primary difference is that Cleric Area burst powers don't have non-attacking after-effects, whereas Auxiliary Area volley powers need to do so. In this case how does one determine ammo used? If you go with Area burst, then your use ammo = targets in the initial burst. This means for some strange reason you are creating a zone that affects non-targeted creatures without the expenditure of extra ammo (b/c ammo = targets; not creatures affected by a non-attacking effect).

However, this can be addressed by both a volley keyword or volley attack category and as previously mentioned is not the problem with Area bursts.

Hmm. I'm going to make the call that sense doesn't enter it. At the point where you have an individual crossbowmen mimicking a firing formation by laying down effective arcing fire you're way beyond the boundaries of sense. I'm certainly comfortable with this level of fantasy, but I'm not going to ascribe greater realism to one method over the other.

As I said it is an option... I might just go with each enemy because its simplier and I prefer simplier. It just becomes a question of how nice is the "Each enemy" vs. "each creature"... is it worth a whole damage die? I would lean toward yes and at that point it makes the Auxiliary really low damage compared to the wizard. Still it might be the simpliest way to go.

It seems a bit inelegant. At the point where you want to differentiate the effects for range and long range it just seems like you'd be better off using the normal area attack formula since you've gone from not wanting to favor thrown or mechanical to penalizing them at different ranges.

However, it should be pointed out that the Auxiliary has two effective feats that benefit a thrower (the weapon talents) and have no benefit while using a bow. I see this as part of the balancing of the class as a whole between those who are bowmen and throwers.

It also really hurts the thrown specialist since her long range is likely to include allies where the mechanical specialist is unlikely to have any allies in her long range for at least the first couple of rounds of combat.

This is one of the reasons why I'm leaning towards "each creature" or "each enemy." An alternative build would be to have "Each creature" at the heroic levels, a mix of the two at paragon, and "Each enemy" at epic so you have a steady increase in "accuracy" as the class levels and sacrificing a die of damage at the higher levels for "each enemy" is much less jarring (still would lag behind the wizard in damage dice, but it is a nice tradeoff).
 

A.) The example given of how adding an application is acceptable where altering a definition is not on p. 2.

I agree with this and both a keyword and new attack type would work...

B.) The inclusion of the actual definition of area attack from the combat section in the SRD on page 28. A definition that clearly states weapons may be used as requisite for area attacks with the accompanying requisite limitations on range.

However, did you notice the additional 4e reference on page 23:

Area burst [#] within [#] squares

How would changing this 4e Reference (i.e. its formula) not be altering its definition?

Now, whether or not making weapon range the range for an area attack is a good idea when the class has such free use of ranged weapons is another matter.

That is a fine question and as stated before I think that ammo concern should allow for some extra benefit for the class' powers. This could be increased range for their attacks (useful outside, not so much inside) or perhaps the "each enemy" targetting system. Leaving the range alone is simpler than adding in a restriction. However, playtesting may be the only way to know how beneficial the longer range of the bow is when compared to a Wizard and the Auxiliary thrower. It may be necessary to add one more benefit to the thrower to bring him in line with the bowman, but only time and some playtesting will tell.

Another option I just thought of would be to grant the shortbow instead of all martial ranged weapons for the class' weapon prof. THis would shorten the overall range and to be honest the short bow is much more of an Auxiliary type of weapon than a longbow is (its smaller, lighter, quicker to draw and loose [at least from the research I've read]).... Hmm I'll have to think about that possibility it might just work and keeps the longbow as a long range striker schtick. ;)
 

The next version of the Auxiliary (version 0.07) will be coming out in the next few days. I'm almost done with all the paragon powers and paths. Then all I'll need to do is write up the epic powers and the class will be finished and ready to go for full playtesting. If you are interested in playtesting the Auxiliary class please email me at joseph.dm.miller@gmail.com and I'll send you the NDA ;)
 

I just posted the 4th preview character for the newly named Auxiliary class with levels 1-20 and the Master Marksman paragon path. Feel free to use this preview character in your home games... all I ask is for some feedback on the concept. Thanks ;)
 

Just to let you all know I'm hoping to finish up the epic powers this week. After that I'll start fiddling with the overall feel of the class and rearranging powers to different levels so there are constant themes throughout the levels. I hope you all enjoy the preview character and will post again soon ;)
 

Still on target for finishing the epic powers by the weekend and then I'll release the next preview character with powers through 30th level. It should be fun to see how everything works out at the epic levels, but so far so good on the design frontier ;)

PS: After discussing things off-forum with Dr. Strangemonkey he convinced me the Area burst formula is meant to be a template, not a hard coded rule and so I've switched everything over to Area burst [#] within weapon range.
 

So jaldaen, a martial controller is a stretch, so I know to believe in stretches.

Do you think it would be possible to make a melee controller?



Personally I think Tanking is melee so defenders are melee only, and AOE is inherently ranged so controllers are ranged only. (unless you stick to close burst 1)
 

So jaldaen, a martial controller is a stretch, so I know to believe in stretches.

I do believe in stretches... though for martial you can only stretch so far ;)

Do you think it would be possible to make a melee controller?

I'm not certain a martial melee controller is possible (or at least easily done). Sure you could do it mechanically, but trying to make the class feel martial would be a very tall order. Although a Large or larger creature could possibly pull it off.

However, I do think an arcane or divine melee controller is possbile, but the flavor of those is much freer design-wise.

Personally I think Tanking is melee so defenders are melee only, and AOE is inherently ranged so controllers are ranged only. (unless you stick to close burst 1)

I agree with this at least for martial class... I think martial Defenders should be melee focused, and martial Controllers should be ranged focused. However, once you introduce divine, arcane, ki, and all the other non-martial powers, then I can see some design space for ranged Defenders, and melee controllers. However, whoever designed these classes would have to come up with a very good combo of design and flavor to make them work.

And as you say Close burst 1's might be the only thing really available to a melee martial controller and that is not much in the way of control. The other might be close blast (ala the Rogue'd Blinding Barrage), but this is pretty limiting when you get to paragon and epic levels, especially for a controller class.
 

I don't think there's anything inherently wrong with a melee based controller, but I think the role really discourages it.

Controllers must:

A.) Make lots of attacks in a single round, none of these attacks can be real spikes.

B.) Controllers can't have consistent good defenses and probably shouldn't have good movement, should be dependent on the Defenders - they're explicitly supposed to be the second line.

Melee makes A difficult since it really reduces your ability to pick and choose clusters of enemies, and B makes Melee really difficult since going into melee range makes you so vulnerable to counter-attack.

Similarly, Defenders aren't exactly Tanks and I could see a Ranged Defender, but it would be insane to play as the role really discourages it. It would be possible to make, but deeply counter-intuitive.

You'd have to include some mechanic for absorbing and maybe even actively encouraging opportunity attacks.

Maybe you could do it with a necromancer or illusionist? Or a weird version of a Psionicist?
 
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