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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Old-School Wild Talents for Dark Sun 4e
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<blockquote data-quote="CM" data-source="post: 6033908" data-attributes="member: 18340"><p>Thanks for your comments, I'll respond to them individually.</p><p></p><p></p><p>Good point on All-Around Vision. I still want to keep the power but will see if I can come up with a more unique effect.</p><p></p><p>For detonate and project force (and other attack type talents) I wanted to have at least a few talents available to augment the ranged abilities of what might otherwise be melee characters. Obviously a caster or ranger might not appreciate these abilities, but a fighter or warlord might. Also I didn't add in any scaling attack bonuses at this point because we'll be using inherent bonuses and we might be running this game without the half-level bonus. Eventually when those questions are answered, attack powers will be re-examined for attack bonus.</p><p></p><p>As for uniqueness, while some of these powers have similar stats for combat use, their actual effect makes them more unique for out-of-combat use, I think. Detonate is a loud, flashy attack, disintegrate is more subtle. Maybe they could be reduced to a single power but you choose which effect you can create when you learn the ability.</p><p></p><p>Send thoughts does need some help. This first draft was mostly to convert the power. Like all-around vision it will have to be spiced up a bit.</p><p></p><p></p><p>Absorb Affliction: Good point on the action economy. I wanted to err on the side of caution to start. I played a warlord with magic armor that had a similar power as an at-will minor action. Perhaps this should be the same. Touch range is a significant limiter.</p><p></p><p>Alter Size: I can agree with this. </p><p></p><p>Lend Health: I think I'll make this ranged, and also grant a saving throw. As a standard action it still doesn't step on the toes of leader-class heals. I'll have to do some more comparison with the multiclass healing feats.</p><p></p><p></p><p></p><p>Thanks again for your feedback. It's always good to have another pair of eyes on the work. At this point it looks like we'll either let players select one talent OR roll randomly for two talents and receive both. In 2e dark sun it was assumed every character was a wild talent (indeed, most NPCs too). I didn't think that changed for the 4e adaptation but I may have missed that part. </p><p></p><p>We might even let those characters that select one of the dark sun-specific themes (which aren't balanced with the more recent themes) select a bonus talent to account for the power difference, but that's still a few months off.</p><p></p><p>One thing I haven't addressed yet is the 10 classic psionic attack/defense forms. I think most or all of these names have been re-used for regular psionic class powers so maybe it's best to leave those be. I just miss the rock-paper-scissors aspect of those abilities.</p></blockquote><p></p>
[QUOTE="CM, post: 6033908, member: 18340"] Thanks for your comments, I'll respond to them individually. Good point on All-Around Vision. I still want to keep the power but will see if I can come up with a more unique effect. For detonate and project force (and other attack type talents) I wanted to have at least a few talents available to augment the ranged abilities of what might otherwise be melee characters. Obviously a caster or ranger might not appreciate these abilities, but a fighter or warlord might. Also I didn't add in any scaling attack bonuses at this point because we'll be using inherent bonuses and we might be running this game without the half-level bonus. Eventually when those questions are answered, attack powers will be re-examined for attack bonus. As for uniqueness, while some of these powers have similar stats for combat use, their actual effect makes them more unique for out-of-combat use, I think. Detonate is a loud, flashy attack, disintegrate is more subtle. Maybe they could be reduced to a single power but you choose which effect you can create when you learn the ability. Send thoughts does need some help. This first draft was mostly to convert the power. Like all-around vision it will have to be spiced up a bit. Absorb Affliction: Good point on the action economy. I wanted to err on the side of caution to start. I played a warlord with magic armor that had a similar power as an at-will minor action. Perhaps this should be the same. Touch range is a significant limiter. Alter Size: I can agree with this. Lend Health: I think I'll make this ranged, and also grant a saving throw. As a standard action it still doesn't step on the toes of leader-class heals. I'll have to do some more comparison with the multiclass healing feats. Thanks again for your feedback. It's always good to have another pair of eyes on the work. At this point it looks like we'll either let players select one talent OR roll randomly for two talents and receive both. In 2e dark sun it was assumed every character was a wild talent (indeed, most NPCs too). I didn't think that changed for the 4e adaptation but I may have missed that part. We might even let those characters that select one of the dark sun-specific themes (which aren't balanced with the more recent themes) select a bonus talent to account for the power difference, but that's still a few months off. One thing I haven't addressed yet is the 10 classic psionic attack/defense forms. I think most or all of these names have been re-used for regular psionic class powers so maybe it's best to leave those be. I just miss the rock-paper-scissors aspect of those abilities. [/QUOTE]
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Old-School Wild Talents for Dark Sun 4e
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