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Martial Controller: Auxiliary (Version 0.11) -Updated Preview Character (Aug. 9th)
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<blockquote data-quote="jaldaen" data-source="post: 4420027" data-attributes="member: 214"><p>Since I posted this on the WotC boards I thought I'd post it here too:</p><p></p><p><strong>Martial Controller Form Reply, ver. 2.1:</strong></p><p></p><p><strong>You have proposed a Martial Controller which is based on the following concept(s):</strong></p><p></p><p>1. [ ] Trap-Setter</p><p>2. [ ] Grenade Tosser</p><p>3. [ ] Exotic Weapon Master</p><p>4. [x] Trick-Shot Master</p><p>5. [ ] Grappler / Tripper / Brawler</p><p>6. [ ] Melee Multiattacker</p><p>7. [ ] Faster-than-Human Movement</p><p>8. [ ] Non-Magical Emotional Manipulation</p><p>9. [ ] Minion Master</p><p></p><p><strong>Response:</strong> Although I'm not certain what exactly counts as a "trick-shot" master, this is the objection that most closely fits because when designing the class I made a few movie physics assumptions such as being able to fire a bow or throw knives, etc... as fast as is shown on a movie screen rather than real life. The Auxiliary could not work without being able to fire a volley of arrows in 6 seconds like our favorite movie heroes. However, since firing an arrow every second can be done in the movies (I'm geek enough to admit to timing a few fighting scenes with arrow/thrown weapon combat) is doable I'm fine with it for a fantasy game.</p><p></p><p><strong>Your idea does not provide a viable replacement for a Wizard as the party's Controller for the following reasons:</strong></p><p></p><p>1. [ ] Powers require too much set up time to use in a newly entered area.</p><p>2. [x] Powers rely on expendable (and potentially expensive) items that can run out.</p><p>3. [ ] Powers rely on items (or moves) that can be used by anyone in the manner described, even a child.</p><p>4. [ ] Powers rely on equipment which cannot be used in extremely common adventuring environments.</p><p>5. [ ] Powers rely on severe suspension of disbelief about monster / NPC behavior.</p><p>6. [ ] Concept is a one-trick wonder that does not lend itself to 30 levels of powers.</p><p>7. [x] Concept, in the abstract, belongs better in one of the other three roles.</p><p>8. [ ] Concept's specific core mechanics are better associated with another role.</p><p>9. [ ] Concept relies on a core mechanic that, fundamentally, is not battlefield control.</p><p>10. [ ] Concept does not effectively provide battlefield control against multiple opponents.</p><p>11. [ ] Concept cannot control enemies before they reach the party.</p><p>12. [ ] Concept may be required to put itself in harm's way too much, leading either to quick death or to stepping on the Defender's toes.</p><p></p><p><strong>Response:</strong> Although certainly not expensive, mundane ammo and thrown weapons are expendable and can run out. However the same thing could be said for a ranged ranger or rogue, especially if they choose close blast effects. To help offset this downside to the class I created the "volley" mechanic which allows you to attack a certain number of "seen" targets in an area burst (1 to 4 at heroic levels and as 6 at epic levels). This both helps to keep the ammo use down and provides the Auxiliary with a unique multi-attack flavor that this different from the Wizard.</p><p></p><p>I could see some people arguing that the Auxiliary might fit better into a Striker role, however historically speaking auxiliaries were used to annoy the flanks of the enemy and create terror in their ranks at range. Yes, the auxiliaries were known for their battlefield mobility (a Striker trait), but their attacks were meant to disrupt enemy formations by causing casualties before the main battle, to tempt the opposing infantry into attacking prematurely, and to throw their organization into disarray (Controller traits).</p><p></p><p><strong>Additionally, your concept has the following stylistic issues:</strong></p><p></p><p>1. [ ] Powers are prone to absurd, game-breaking results.</p><p>2. [x] Powers violate physics and common sense (even at Heroic tier).</p><p>3. [ ] Powers rely on extremely specific gear and constrain flexibility in equipping the character.</p><p>4. [ ] Powers rely on items that are magical in origin, diluting the Martial flavor.</p><p>5. [ ] Concept requires a technology level that makes it unsuited for many games.</p><p>6. [ ] Concept is "gimmicky" in execution and is too specific to offer versatility in PC creation.</p><p>7. [ ] Reliance on minions may make the class take up an unfair amount of time at the table by making it a "party of one."</p><p></p><p><strong>Response:</strong> As mentioned above this class breaks with real physics in favor of movie physics in regards to the number of arrows or thrown weapons that could be used in six seconds. However, it does have a reasonable cap that keeps things from going beyond what movie physics portrays on screen.</p></blockquote><p></p>
[QUOTE="jaldaen, post: 4420027, member: 214"] Since I posted this on the WotC boards I thought I'd post it here too: [B]Martial Controller Form Reply, ver. 2.1:[/B] [B]You have proposed a Martial Controller which is based on the following concept(s):[/B] 1. [ ] Trap-Setter 2. [ ] Grenade Tosser 3. [ ] Exotic Weapon Master 4. [x] Trick-Shot Master 5. [ ] Grappler / Tripper / Brawler 6. [ ] Melee Multiattacker 7. [ ] Faster-than-Human Movement 8. [ ] Non-Magical Emotional Manipulation 9. [ ] Minion Master [B]Response:[/B] Although I'm not certain what exactly counts as a "trick-shot" master, this is the objection that most closely fits because when designing the class I made a few movie physics assumptions such as being able to fire a bow or throw knives, etc... as fast as is shown on a movie screen rather than real life. The Auxiliary could not work without being able to fire a volley of arrows in 6 seconds like our favorite movie heroes. However, since firing an arrow every second can be done in the movies (I'm geek enough to admit to timing a few fighting scenes with arrow/thrown weapon combat) is doable I'm fine with it for a fantasy game. [B]Your idea does not provide a viable replacement for a Wizard as the party's Controller for the following reasons:[/B] 1. [ ] Powers require too much set up time to use in a newly entered area. 2. [x] Powers rely on expendable (and potentially expensive) items that can run out. 3. [ ] Powers rely on items (or moves) that can be used by anyone in the manner described, even a child. 4. [ ] Powers rely on equipment which cannot be used in extremely common adventuring environments. 5. [ ] Powers rely on severe suspension of disbelief about monster / NPC behavior. 6. [ ] Concept is a one-trick wonder that does not lend itself to 30 levels of powers. 7. [x] Concept, in the abstract, belongs better in one of the other three roles. 8. [ ] Concept's specific core mechanics are better associated with another role. 9. [ ] Concept relies on a core mechanic that, fundamentally, is not battlefield control. 10. [ ] Concept does not effectively provide battlefield control against multiple opponents. 11. [ ] Concept cannot control enemies before they reach the party. 12. [ ] Concept may be required to put itself in harm's way too much, leading either to quick death or to stepping on the Defender's toes. [B]Response:[/B] Although certainly not expensive, mundane ammo and thrown weapons are expendable and can run out. However the same thing could be said for a ranged ranger or rogue, especially if they choose close blast effects. To help offset this downside to the class I created the "volley" mechanic which allows you to attack a certain number of "seen" targets in an area burst (1 to 4 at heroic levels and as 6 at epic levels). This both helps to keep the ammo use down and provides the Auxiliary with a unique multi-attack flavor that this different from the Wizard. I could see some people arguing that the Auxiliary might fit better into a Striker role, however historically speaking auxiliaries were used to annoy the flanks of the enemy and create terror in their ranks at range. Yes, the auxiliaries were known for their battlefield mobility (a Striker trait), but their attacks were meant to disrupt enemy formations by causing casualties before the main battle, to tempt the opposing infantry into attacking prematurely, and to throw their organization into disarray (Controller traits). [B]Additionally, your concept has the following stylistic issues:[/B] 1. [ ] Powers are prone to absurd, game-breaking results. 2. [x] Powers violate physics and common sense (even at Heroic tier). 3. [ ] Powers rely on extremely specific gear and constrain flexibility in equipping the character. 4. [ ] Powers rely on items that are magical in origin, diluting the Martial flavor. 5. [ ] Concept requires a technology level that makes it unsuited for many games. 6. [ ] Concept is "gimmicky" in execution and is too specific to offer versatility in PC creation. 7. [ ] Reliance on minions may make the class take up an unfair amount of time at the table by making it a "party of one." [B]Response:[/B] As mentioned above this class breaks with real physics in favor of movie physics in regards to the number of arrows or thrown weapons that could be used in six seconds. However, it does have a reasonable cap that keeps things from going beyond what movie physics portrays on screen. [/QUOTE]
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Martial Controller: Auxiliary (Version 0.11) -Updated Preview Character (Aug. 9th)
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