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<blockquote data-quote="adamda" data-source="post: 4548232" data-attributes="member: 22066"><p>Glad to help!!!</p><p></p><p>For roundabout: When wielding a reach weapon, all squares adjacent to you require an additional square of movement to enter or exit. This prevents the normal shifting of one square, but not special forms of shifting that allows additional movement.</p><p></p><p>Is that too powerful, to eliminate an opponents mobility that severely? Should there be a clause that all allows all shifting, at least to move away? Perhaps the advanced power prevents shifting, but not the default class ability? I do kind of like the idea of difficult terrain stacking with this, requiring three squares of movement to enter or exit the adjacent squares.</p><p></p><p>Good point about the at-will damage being greater via [W], didn't fully consider that. I initially cringed at powers that just dealt damage like the Burst and Blast at-wills, but scorching burst does the same. And now the burst will be differentiated from the blast via creatures they target (allies/enemies), so no complaints here. I could argue that the extra range potential on the wizard offsets the lesser damage die, but then again, the lancer is more durable.</p><p></p><p>Something I just noticed: things such as the lancer tactics (or rogue, or warlock pacts) only apply to encounter powers. You have it applying to dailies as well. Don't know if that matters much, but it doesn't completely follow the design of the other classes.</p><p></p><p>As for the name of the Flurry of Blows power (which we know we'll show up with the new monk in some form), how about Distracting Barrage? It provides a penalty to AC after all. Maybe even change the class ability/feat name to something that WotC hasn't already stamped into peoples minds as "monk". Maybe "Deft Soldier". Likewise, if you want the Precision Strike ability to sound less like an attack and more of a description of the build, "Shrewd Trooper". As it stands, Precision Strike sounds like the fighter power Precise Strike.</p><p></p><p>That makes a lot of sense regarding the Burst/Blasts being weapon dependent for multiclassing purposes. However, it is somewhat confusing the way it is worded "Close Blast Melee Weapon +1"... melee range is usually 1, so +1 would be a Blast 2? Blast 2s don't really exist in the game. If you were using a reach weapon, sure you'd have a Blast 3 as per normal. It just seems like a difficult mechanic that requires some explanation. I don't know how to make it right without using a static number. I don't really see how using a non reach melee weapon could really hit everyone in a blast 3 or higher. A burst 2 or more with a non reach melee weapon also seems rather silly. Maybe use a static number, and have a clause where using a non-reach weapon with the powers reduces all bursts to 1, and bursts only can target enemies in melee reach.</p><p></p><p>The problem with the OA granting attacks is that they say the OA goes to adjacent enemies. Usually enemy refers to players' enemies, but in this case adjacent allies should be able to swing at the distracted enemies.</p><p></p><p>Other than Flurry of Blows and Precise Strike, were there any other class abilities/powers that are similar or identical to other class abilities/powers?</p><p></p><p>Thanks for responding with your thoughts on it all!</p></blockquote><p></p>
[QUOTE="adamda, post: 4548232, member: 22066"] Glad to help!!! For roundabout: When wielding a reach weapon, all squares adjacent to you require an additional square of movement to enter or exit. This prevents the normal shifting of one square, but not special forms of shifting that allows additional movement. Is that too powerful, to eliminate an opponents mobility that severely? Should there be a clause that all allows all shifting, at least to move away? Perhaps the advanced power prevents shifting, but not the default class ability? I do kind of like the idea of difficult terrain stacking with this, requiring three squares of movement to enter or exit the adjacent squares. Good point about the at-will damage being greater via [W], didn't fully consider that. I initially cringed at powers that just dealt damage like the Burst and Blast at-wills, but scorching burst does the same. And now the burst will be differentiated from the blast via creatures they target (allies/enemies), so no complaints here. I could argue that the extra range potential on the wizard offsets the lesser damage die, but then again, the lancer is more durable. Something I just noticed: things such as the lancer tactics (or rogue, or warlock pacts) only apply to encounter powers. You have it applying to dailies as well. Don't know if that matters much, but it doesn't completely follow the design of the other classes. As for the name of the Flurry of Blows power (which we know we'll show up with the new monk in some form), how about Distracting Barrage? It provides a penalty to AC after all. Maybe even change the class ability/feat name to something that WotC hasn't already stamped into peoples minds as "monk". Maybe "Deft Soldier". Likewise, if you want the Precision Strike ability to sound less like an attack and more of a description of the build, "Shrewd Trooper". As it stands, Precision Strike sounds like the fighter power Precise Strike. That makes a lot of sense regarding the Burst/Blasts being weapon dependent for multiclassing purposes. However, it is somewhat confusing the way it is worded "Close Blast Melee Weapon +1"... melee range is usually 1, so +1 would be a Blast 2? Blast 2s don't really exist in the game. If you were using a reach weapon, sure you'd have a Blast 3 as per normal. It just seems like a difficult mechanic that requires some explanation. I don't know how to make it right without using a static number. I don't really see how using a non reach melee weapon could really hit everyone in a blast 3 or higher. A burst 2 or more with a non reach melee weapon also seems rather silly. Maybe use a static number, and have a clause where using a non-reach weapon with the powers reduces all bursts to 1, and bursts only can target enemies in melee reach. The problem with the OA granting attacks is that they say the OA goes to adjacent enemies. Usually enemy refers to players' enemies, but in this case adjacent allies should be able to swing at the distracted enemies. Other than Flurry of Blows and Precise Strike, were there any other class abilities/powers that are similar or identical to other class abilities/powers? Thanks for responding with your thoughts on it all! [/QUOTE]
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