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New Player's Guide for Under a False Sky (134 page pdf)

My DM Campaign Guide, which I am still working on, has much more detail about the game world. I could include more information in the player's book, but the DM book has some information about the regions of the Land, plus some more example cities, the history of the Ulvar ruling family, and so on.

I definitely could add more explanation about the meditants, and how they interact with society. I didn't want to have too much on psionics, since most PCs won't be psionic, but I think you're right that there can be more information.

When writing the book, I didn't include a lot of game world details for two reasons. One, much of the detail is in my head, as the DM, lol. Two, I wanted to provide a general framework, not a detailed campaign world--maybe I went too vague.

Thanks for the critique!
 

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Thanks for the commentary--this is exactly the sort of thing I am looking for, too.

Edit1: The alchemist gets to choose encounter powers during every short rest, so the dailies really are the customization. On the other hand, there are significant benefits to taking the daily that goes with your alchemical specialty. On the third hand, those bonuses aren't that big.
Idea: what about adding some more dailies to choose from that don't have specialty riders?
More dailies without riders would be good, yes. Basically, my issue is that for a lot of people, choosing powers with a rider that isn't being used feels wasteful, so it becomes a de facto non-option. I remember that particular issue being raised by the encounter powers of the PHB1 warlock, as an example.

Edit2: The Brute and the Champion are basically Essentials classes. The way the powers automatically scale with level, and the fewer powers to choose from, are borrowed directly from Essentials.
Well, a lot of the essentials classes are set up so that you gain your at-wills at level 1, and then a scaling encounter power that also gains multiple uses with level. Brute seems to go strongly in this direction. Brute might benefit from dropping dailies, and gaining more uses of their encounter feature as they level. I do say "might" benefit, since you can make a strong argument that encounters at 1/3/7/13 and dailies at 1/5/9 is pretty integral to 4e class design, and is why some of the Essentials classes are so hard to hybridize.

Edit3: Dual blades augments have significant effects, such as making the power Melee 5. I couldn't think of something much more creative for the standard dual blade attack. Any ideas? :)
Any at-will that allows two attacks on the same target raises a red flag, because at mid-to-high levels, the majority of damage on an at-will is from bonus damage, which having two attacks obviously doubles. It's why rangers are always at the top of the charts in terms of being the best damage dealers.


Edit5: Psywarrior uses power points, so I don't know if it would mesh well with Essentials-style. I definitely wanted a psionic striker that used power points, too. As for the Champion, Certain Strike scales with level--so, do you just mean doing the format differently?
No, your way makes sense for the psywarrior...it's much more like a traditional PHB3 psionic class. Champion I have to think on. There's something off about it. I can definitely see what you're going for, but I think it might actually be too condensed.


Edit7:
Skirmisher: Rapid strike relies on Int, and Impact strike on Wis. I mentioned it in the builds, and powers use those stats starting at level 3
The riders do, but the base strike powers have no stat basis. They're just +1 to hit or +2 to damage after moving 3 squares. Not a big deal, since more recent classes seem to be moving away from that design anyway.

Alchemist: I see what you are saying about daily riders, as I noted above. I could write some more powers, or simply allow some of the added bonuses to tie in to an ability score, without the class feature. Maybe you are right about the mystic, as well (using two secondary stats).
Either way is good. Having each daily with a rider for each build would be a really cool way to go, actually. (Albeit more work!)

Brute: I was not sure about the immovable class feature. Maybe just a fixed reduction in forced movement?

I'd say a straight 1 less square. Immovable gets Str to AC and 1 less forced movement, Unstoppable gets Wis to AC and 1+half Wis healing surge value.
 

Talking about it now brings me to suggest some kind of scaling on the Wis-Brute's surge value bump. It does scale as wis does, but at half-wis, that's not a lot of scaling. At first level, a character could reasonably have 18 in Wis, giving them +3 surge value, but even bumping wisdom at every opportunity, their half-wis modifier only goes up by two(+8 wis from level bumps, +2 more from an epic destiny makes +10 wisdom over the course of a career, or +5 wis mod, which means +2 half-wis mod). A level 1 character will generally have surge value of any where from 5-8, so +3 is a big deal then, but +5 in epic tier is not really that big anymore.
 

[MENTION=205]TwoSix[/MENTION]
By the way, the dual strike power starts out with 1[W] damage, which means much less bonus damage (no ability modifier). Still, maybe I could change the power some--add the bonus damage, but only one attack per target? One of the augments could allow attacking the same target twice.

[MENTION=6676736]Pentius[/MENTION]
I realized that the scaling of the Immovable Brute was too good (reducing forced movement), so I was actually thinking of making the healing surge boost to the Unstoppable Brute a fixed value. I dunno.
 


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