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D&D 4E New 4E Class: Roustabout?

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Any thoughts on this? :\

Roustabout.jpg
 

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I like it. If you're interested in throwing it in the hat check out my Original Creations Compilations thread. We'd love to have your class there.
 

Notes:
-Team strike looks a little bit too powerful for an at-will power.

-Distracting shout doesn't seem like a good at-will power either. The at will-powers we've seen so far are all basically a normal attack plus a small benifit. So, the fighter attacks with her axe and also deals a little bit of damage to a nearby foe, or the warlock hits with her magic blast and also makes herself temporarily invisible to her target. Distracting shout seems to replace the attack entirely--it would probably work better if you beefed the power up a bit and turned it into an encounter or daily

-The first level class powers are all attack powers--You make an attack roll against one of your target's defenses, and something bad happens to it if you hit. Fleeing Trumpet is a utility power--the sort of thing the Roustabout might get at second level. I'll also point out that, as a player, I'd feel kinda cheated if other people got to use my special abilites. What can you do to put control of the power back in the hands of the roustabout himself?

-Think about what Recovering Cry actually does: Healing surges are one of the two ways that the game keeps track of party fatigue. When the surges run out, the day is over. The other way is, of course, daily powers. So when the roustabout uses Recovering Cry, he's letting the party do two days worth of adventuring at once. That causes two problems: first, it screws up the DM's pacing. He probably knows when or where he wants the party to rest, and has planned his encouters accordingly. When you use Recovering Cry, you've invalidated that. More impoartantly, though, the power only restores healing surges, and not daily powers. Given that rests are an in-game phenomenon only (that is, you don't spend six hours of real time slacking off while your party recovers). So all you've really managed to do is to double your party's workload: To spend your daily power so that everyone else can spend their less often.
 




Wow. Bro-ken.

First, Recovering Cry is way too powerful for a 1st level daily. This guy is an absolute must have for the party, in addition to a cleric or presumably warlord. Since many of the cleric's healing abilities are per encounter and allow the target to use a healing surge, the Roustabout's power extends the party's effective adventuring day by a significant length.

Second, Fleeing Trumpet is unlike any other power we've seen. It's a per encounter power that virally enhances every other character with a per encounter power.

Finally, an at will trip seems a bit too powerful. With this power, the Roustabout can lock down a single enemy for an entire combat.

I'm not feeling the love here.

--G
 

Team Strike is insanely powerful for an at-will attack. Especially at level 1.

Distracting shout is intesting, but against the spirit of the "everyone dishes damage" concept. Also a little thematically odd.

Fleeing Trumpet might never be used to flee. It seems excessively powerful for a per-encounter power. As a daily it might be feasible, but I'd consider putting some type of limitation that requires party members to use it to flee.

Recovering Cry might be feasible for a paragon or epic level power, but definately not a level 1 ability.

I'm also not entirely sure on the theme of the class. I'll admit that I generally associate the term "Roustabout" with an oil rig worker, but that's just my own experience. I'm not sure what you envision here.
 

Wow.

Healing surges are the last bit of real resource management left, and this guy basically doubles the party's supply...at first level.

Trip, at will, at range, when it's an encounter power for a fighter?

NOW 4e feels like D&D. People are munchkinizing it.
 

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