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New Errata/Updates at Wotc

The only item I looked at was the armor and only the level 3 version. I didn't realize the bonus increases with the plus on the armor. That's pretty handy. Not a big fan of the power on the armor though. Being daily, the once a day thing isn't all that great, IMHO. I have found the Shadow Warlock Armor to be awesome! a consistent +2 to hit cursed guys is fantastic and some other feats really make this armor even better.

Your armor certainly fits your character concept though, as does mine, since he is MC'd into rogue which also gives me the ability to pop SA at any point I choose as oppose to when circumstances dictate.

I had missed that armour when I was working up my character concept. It would work quite well with my character, as it's very tough to stop me from getting Shadow Walk as the character has an at-will teleport 3 (hopefully soon to be 5). I don't know if I'd have taken it even if I had seen it though, as I'm the designated courtier of the group. Our high CHA cleric seems more adept at picking fights than negotiating, and the rest of the party has 9 CHA. Damned min/maxers.

I've just finished my adjustments for this Friday's session and added a Strikeback Tattoo, in addition to the Khyber Shard. With the amount of criticals that I take, I'll likely get that +2 bonus almost as often as you do :lol:
 

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My *last* fighter used an Urgosh, and I knew it was overpowered. Or at least a very good choice. The errata is kind of a mixed bag, though, since I had bumped his to hit to the point where Power Attack looked good, but using one handed weapons with it is *not* good. There are also several two handed axe feats that open up now, so even though you lose some of the versatility of the bizarre axe/spear combo working for all powers all the time with a d12, you gain some utility with feat choice. I am only so pragmatic about this because I am not playing him any longer. Were I nerfed mid Paragon (in a PP designed to take advantage of the spear end of my weapon) I'd probably be pretty bugged.

Jay
 

Simple constant bonuses absolutely have their place. Don't touch my Iron Armbands of Power or Bracers of Archery, WotC!!!

There are too many conditional modifiers from items, feats, and powers already.

Often when we play we lose track of conditional modifiers because there are so many. And then we remember and call out two turns later, "Oh hey! That monster was adjacent to a bloodied ally, right? it takes 10 more damage and is slowed!" Then we have to stop play and recalc everything.

I like to have simple constant bonuses.
 

Often when we play we lose track of conditional modifiers because there are so many. And then we remember and call out two turns later, "Oh hey! That monster was adjacent to a bloodied ally, right? it takes 10 more damage and is slowed!" Then we have to stop play and recalc everything.

I would definitely suggest against ever doing that, unless you're verifying whether someone died or not.

I like to have simple constant bonuses.

Of course you do. But, that choice is made a lot easier when they're also more effective than any of the specialized crap, which is the case now. If they made armbands give +1 per tier instead of +2 per tier, they'd still be simple constant bonuses. Just less powerful.

Though still probably more powerful than most other options.
 


Armbands should die (+5/tier encounter power?). Implement users are already way too far behind without them, except in the cases the bonuses line up right (mostly when they use weapons or a staff of ruin).

Superior weapons are bad enough. Hopefully the armbands can die, superior implements can not suck and then we'll see things more or less even.
 

I had missed that armour when I was working up my character concept. It would work quite well with my character, as it's very tough to stop me from getting Shadow Walk as the character has an at-will teleport 3 (hopefully soon to be 5). I don't know if I'd have taken it even if I had seen it though, as I'm the designated courtier of the group. Our high CHA cleric seems more adept at picking fights than negotiating, and the rest of the party has 9 CHA. Damned min/maxers.

I've just finished my adjustments for this Friday's session and added a Strikeback Tattoo, in addition to the Khyber Shard. With the amount of criticals that I take, I'll likely get that +2 bonus almost as often as you do :lol:


I've got a tattoo that lets me teleport when I get critted. Its so-so but it has saved my butt once. Our cleric has Prophecy of Doom (PoD) which lets you turn a hit into a crit. Our cleric won init, planted PoD on our target, but there was one bad guy who went right before me. He nailed me and weakened me. Thanks to the tattoo I teleported and ended beside my Paladin buddy. I delayed to go after him, he touched me and removed weakened and then I critted the bad guy for 117 damage. That was fun!

One other thing I will point out for the Shadow Warlock Armor. Keep in mind that with cursegrind and cursebite, thats a +2 against every target, not just one because they are all cursed. That significantly ups the to-hit chance and makes those powers even more significant than they already are.

My guy is mostly a stay in the shadows kind of guy. He's big on intimidate, bluff and stealth when needed so the armor fits quite nicely.
 

Armbands should die (+5/tier encounter power?). Implement users are already way too far behind without them,
Well, that was prior to dual-implement spellcaster and now we're also having the siberys shards of the mage (and even can have a implement user who uses both dual-implement casting plus a siberys shard of the mage)
 

Well, that was prior to dual-implement spellcaster and now we're also having the siberys shards of the mage (and even can have a implement user who uses both dual-implement casting plus a siberys shard of the mage)
This doesn't really matter. The armbands and bracers need to go because of how they're balanced with other arm slot items. Similarly, the staff or ruin needs to be fixed because of how it compares to other implements.

Implement vs. weapon balance doesn't really come into the picture - and what with weapons' high damage dice, features like high crit or brutal or whatnot, implement vs. weapon balance is much more complex.
 

I guess my question is....are constant bonuses too strong, or situational bonuses too weak?

My take is that situational bonuses are too weak for two reasons:

1) Combats can take a while, which indicates more damage may be a good thing.
2) Most magic items to me don't feel that magical or special, they feel really bland, which means they could use some zing.


For example, I don't think a weapon that gave +10 damage on OAs would be overpowered. It would feel really awesome when I get to use it, but it just doesn't come up that often. Because items that require slots are balanced by the fact you can always put a different item in the slot, then specialist items need to be powerful.

I think the best example of this are the charge based items. People have created some great charge based characters with them, but that's their specialty, and charge isn't the best option all the time so I think its a good concept.
 

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