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<blockquote data-quote="TimeOut" data-source="post: 4280819" data-attributes="member: 68543"><p>Ok... At work now, so I can comment further on your ideas.</p><p></p><p>I agree that the skill-aura powers are kinda stupid. I just don't like your choice of boosting personal defenses instead. Perhaps change them into another, more useful aura or give them an encounter / daily power.</p><p></p><p></p><p></p><p>I agree. +4 would be too much. Perhaps remove the personal restriction and make it Close burst 20 - Target: You or an ally in the burst. That would play a little more on the leader role. Your prayer infuses you or your companion with divine guidance.</p><p></p><p><strong>Wizard</strong></p><p>Implements can be stolen or lost, but I agree this has no combat rules relevance. Are familiars always there or more like "now here - now gone"?</p><p></p><p>But since the casting effect of the familiar can only be used once per encounter, it looks balanced.</p><p></p><p>Spell book: First part is basically fluff (I assume that the rules state that you can't memorize spells without a spellbook, can't check at work).</p><p></p><p>Retraining and changing spells at level up: I think that they should use the same rules. So when you can swap a power at level up, you swap only one.</p><p></p><p><strong>Power changes</strong></p><p>Cleric - No idea, no PHB at work. <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>Fighter - I thought the idea of the at-will was to trade +Dam for +toHit</p><p></p><p>Ranger</p><p>Careful Attack - Good</p><p>Twin Strike - Not necessary, either nerf TS or buff CA</p><p></p><p>Wizard - Looks good</p><p></p><p><strong>Feats</strong></p><p>Bolt - Nice!</p><p>Essence - Looks cool</p><p>Divinity - Also cool</p><p>Knife-Fighter - Useful, no prereqs?</p><p>LSA - No more TPK through fireball. Cool feat, but maybe Paragon tier?</p><p>Roll with the Blow: This should be formatted as an encounter power.</p><p>Tap the Power: Don't know how useful that is.</p><p>Two-Handed Swing: No idea if this is balanced or not.</p><p>Warlock Implements: Really nice!</p><p>Weapon Finesse: Hm, boost to OA. Rather small benefit in comparision to Knife-Fighter for instance.</p><p>Wild Empathy: Interesting feat, with more non-combat applications than combat applications. I like it.</p><p></p><p><strong>Multiclassing</strong></p><p>Ranger - Errata has already confirmed that</p><p></p><p>Advanced Training: You gain 3 feats for the price of one? That sounds really unbalanced. Ranger TWF bonus is better than all the other.</p><p></p><p><strong>Rules</strong></p><p>Self-Stabilizing: Sounds fair.</p><p>Minions: I don't like this, but this is a personal preference.</p><p>Quarterstaff: Seems fair if you like the style.</p><p></p><p>No comment on the skill challenge changes because I had no time to analyze the original system as much as I would like yet.</p></blockquote><p></p>
[QUOTE="TimeOut, post: 4280819, member: 68543"] Ok... At work now, so I can comment further on your ideas. I agree that the skill-aura powers are kinda stupid. I just don't like your choice of boosting personal defenses instead. Perhaps change them into another, more useful aura or give them an encounter / daily power. I agree. +4 would be too much. Perhaps remove the personal restriction and make it Close burst 20 - Target: You or an ally in the burst. That would play a little more on the leader role. Your prayer infuses you or your companion with divine guidance. [b]Wizard[/b] Implements can be stolen or lost, but I agree this has no combat rules relevance. Are familiars always there or more like "now here - now gone"? But since the casting effect of the familiar can only be used once per encounter, it looks balanced. Spell book: First part is basically fluff (I assume that the rules state that you can't memorize spells without a spellbook, can't check at work). Retraining and changing spells at level up: I think that they should use the same rules. So when you can swap a power at level up, you swap only one. [b]Power changes[/b] Cleric - No idea, no PHB at work. ;) Fighter - I thought the idea of the at-will was to trade +Dam for +toHit Ranger Careful Attack - Good Twin Strike - Not necessary, either nerf TS or buff CA Wizard - Looks good [b]Feats[/b] Bolt - Nice! Essence - Looks cool Divinity - Also cool Knife-Fighter - Useful, no prereqs? LSA - No more TPK through fireball. Cool feat, but maybe Paragon tier? Roll with the Blow: This should be formatted as an encounter power. Tap the Power: Don't know how useful that is. Two-Handed Swing: No idea if this is balanced or not. Warlock Implements: Really nice! Weapon Finesse: Hm, boost to OA. Rather small benefit in comparision to Knife-Fighter for instance. Wild Empathy: Interesting feat, with more non-combat applications than combat applications. I like it. [b]Multiclassing[/b] Ranger - Errata has already confirmed that Advanced Training: You gain 3 feats for the price of one? That sounds really unbalanced. Ranger TWF bonus is better than all the other. [b]Rules[/b] Self-Stabilizing: Sounds fair. Minions: I don't like this, but this is a personal preference. Quarterstaff: Seems fair if you like the style. No comment on the skill challenge changes because I had no time to analyze the original system as much as I would like yet. [/QUOTE]
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