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*Pathfinder & Starfinder
Martial Controller: Auxiliary (Version 0.11) -Updated Preview Character (Aug. 9th)
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<blockquote data-quote="jaldaen" data-source="post: 4333203" data-attributes="member: 214"><p>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.</p><p></p><p></p><p></p><p>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.</p><p></p><p> </p><p></p><p>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.</p><p></p><p>When good game design prinsiples and good business practices conflict... good business practices should win out.</p><p></p><p>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.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>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.</p><p></p><p>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 <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>I think you're missing the point:</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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). </p><p></p><p>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.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>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).</p></blockquote><p></p>
[QUOTE="jaldaen, post: 4333203, member: 214"] 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. 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. 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. 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. 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'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. 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. 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. 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. 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). [/QUOTE]
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Martial Controller: Auxiliary (Version 0.11) -Updated Preview Character (Aug. 9th)
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