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Martial Controller: Auxiliary (Version 0.11) -Updated Preview Character (Aug. 9th)
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<blockquote data-quote="Alex319" data-source="post: 4410847" data-attributes="member: 45678"><p>It seems to me like the Control Zone: Close Fire and Control Zone: Overwatch abilities are overpowered. If I understand them correctly, anyone who is in the target zone provokes OAs when they do anything that normally provokes an OA - move or attack. This means that if I use an Overwatch centered on an enemy ranged attacker, there is no way he can do anything without provoking an OA - if he attacks he provokes, and if he tries to move out of the area he provokes. (He could shift, but he would need to shift twice to get out of the area and would not have any actions remaining). This could be even more powerful with Close Fire depending on the situation - the Auxiliary gets to apply that same ability to everyone in a close burst 5 area. It seems to me that Auxiliaries will be getting OAs almost every round. Is this what was intended?</p><p></p><p>(Also, you should replace "you cannot take an immediate action this round" with "you cannot take an immediate action until the beginning of your next turn," to avoid confusion about when "this round" starts and ends. WotC had to do this in the errata for the Rogue's Sneak Attack ability.)</p><p></p><p>Also, D+D 4e does not keep track of ammunition, so you should get rid of all references to expending ammunition.</p><p></p><p>You should get rid of all the things at each level that say "hit points: increase to X, level modifier: increase by 1," etc. These are all generally applicable and in other parts of the rulebook. You should use a class traits block similar to the ones in the PHB for this.</p><p></p><p>It says that you take a -2 penalty for attacks with Auxiliary powers, but not for ranged basic attacks. This leaves an ambiguity as to what happens if you use a power as a ranged basic attack (e.g. Watchful Shot). I would assume you want to keep the -2 penalty, but this should be clearly stated to avoid ambiguity.</p><p></p><p>For a class that uses weapons, it's quite surprising that none of its attacks target AC, not even the at-wills. Traditionally, weapons target AC (and most creatures have AC slightly higher than other defenses, which counteracts the weapon proficiency bonus). This might be something worth looking into as an alternative to the -2 penalty.</p><p></p><p>The description under "Volley" states that Volley powers provide -2 to the weapon proficiency bonus. Does this stack with the -2 that apply to all Auxiliary powers? If so, this results in a -4 total, which is more than the proficiency bonus was to start with. What happens then? And do you really need to provide the penalties to the "proficiency bonus" and not just to the attack roll directly?</p></blockquote><p></p>
[QUOTE="Alex319, post: 4410847, member: 45678"] It seems to me like the Control Zone: Close Fire and Control Zone: Overwatch abilities are overpowered. If I understand them correctly, anyone who is in the target zone provokes OAs when they do anything that normally provokes an OA - move or attack. This means that if I use an Overwatch centered on an enemy ranged attacker, there is no way he can do anything without provoking an OA - if he attacks he provokes, and if he tries to move out of the area he provokes. (He could shift, but he would need to shift twice to get out of the area and would not have any actions remaining). This could be even more powerful with Close Fire depending on the situation - the Auxiliary gets to apply that same ability to everyone in a close burst 5 area. It seems to me that Auxiliaries will be getting OAs almost every round. Is this what was intended? (Also, you should replace "you cannot take an immediate action this round" with "you cannot take an immediate action until the beginning of your next turn," to avoid confusion about when "this round" starts and ends. WotC had to do this in the errata for the Rogue's Sneak Attack ability.) Also, D+D 4e does not keep track of ammunition, so you should get rid of all references to expending ammunition. You should get rid of all the things at each level that say "hit points: increase to X, level modifier: increase by 1," etc. These are all generally applicable and in other parts of the rulebook. You should use a class traits block similar to the ones in the PHB for this. It says that you take a -2 penalty for attacks with Auxiliary powers, but not for ranged basic attacks. This leaves an ambiguity as to what happens if you use a power as a ranged basic attack (e.g. Watchful Shot). I would assume you want to keep the -2 penalty, but this should be clearly stated to avoid ambiguity. For a class that uses weapons, it's quite surprising that none of its attacks target AC, not even the at-wills. Traditionally, weapons target AC (and most creatures have AC slightly higher than other defenses, which counteracts the weapon proficiency bonus). This might be something worth looking into as an alternative to the -2 penalty. The description under "Volley" states that Volley powers provide -2 to the weapon proficiency bonus. Does this stack with the -2 that apply to all Auxiliary powers? If so, this results in a -4 total, which is more than the proficiency bonus was to start with. What happens then? And do you really need to provide the penalties to the "proficiency bonus" and not just to the attack roll directly? [/QUOTE]
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Martial Controller: Auxiliary (Version 0.11) -Updated Preview Character (Aug. 9th)
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