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<blockquote data-quote="Quickleaf" data-source="post: 5518326" data-attributes="member: 20323"><p>So is Destiny like the Force, it has a light side and a dark side and it binds the universe together? </p><p></p><p>And are there Jedi mind tricks and telekinesis? And do they the equivalent of light saber magic items?</p><p></p><p>These probably seem like inane questions to you, but not knowing anything about your campaign I really can only guess. I am not bored by "fluff", in fact I am better at designing rules when the fluff is well integrated. /soapbox</p><p></p><p></p><p>So it's a PP which is a power boost for all classes while having a "Jedi knight order" feel? Are you fine making it blatantly overpowered compared to other PPs?</p><p></p><p>The unique mechanic in your first post was the Bonds of the Destiny Master, that has *lots* of potential, and I would make that the centerpiece of the class from level 11. That concept, not necessarily that specific implementation. Scrap anything superfluous to it.</p><p></p><p>Places to look for inspiration include "work together" feats, tribal/guild feats, zone powers, minions with "weight of numbers" powers, "universal" epic destinies, etc.</p><p></p><p>Also if you really are using the Force you could definitely look to the source material for ideas. <a href="http://starwars.wikia.com/wiki/Force_powers#cite_note-JvS-0" target="_blank">Force power - Wookieepedia, the Star Wars Wiki</a></p><p></p><p></p><p>Is alpha striking important to the feel of the Order of Destiny? It sorta seems tacked on. If you do want to go that route I would recommend not using "on your first turn" effects, since only dedicated alpha strike players consistently remember these IME. </p><p>Also players tend to find circumstantial feature less attractive than constant benefit features.</p><p></p><p>For example... </p><p></p><p>Controller - Against creatures adjacent to other Destiny Masters, your powers "till end of turn"'effects can become become save ends instead.</p><p></p><p>Defender - I liked yours, just get rid of the during the first turn restriction.</p><p></p><p>Leader - Destiny Masters make a saving throw whenever they benefit from your healing powers </p><p></p><p>Striker - When you hit enemies adjacent to other Destiny Masters you inflict +10 damage</p><p></p><p></p><p>Makes sense. I guess if your players are thinking that way, your Order of Destiny PP will need to clearly stand out as "the best".</p><p></p><p>As a final observation, the Jedi were primarily peacekeepers and negotiators when not at war or being persecuted. If you're keeping that flavor a class feature to that effect might be fun. Or you might mimic thief knacks/ranger tricks (from essentials) and give the Destiny Master PP a list of minor non-combat features to choose from.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 5518326, member: 20323"] So is Destiny like the Force, it has a light side and a dark side and it binds the universe together? And are there Jedi mind tricks and telekinesis? And do they the equivalent of light saber magic items? These probably seem like inane questions to you, but not knowing anything about your campaign I really can only guess. I am not bored by "fluff", in fact I am better at designing rules when the fluff is well integrated. /soapbox So it's a PP which is a power boost for all classes while having a "Jedi knight order" feel? Are you fine making it blatantly overpowered compared to other PPs? The unique mechanic in your first post was the Bonds of the Destiny Master, that has *lots* of potential, and I would make that the centerpiece of the class from level 11. That concept, not necessarily that specific implementation. Scrap anything superfluous to it. Places to look for inspiration include "work together" feats, tribal/guild feats, zone powers, minions with "weight of numbers" powers, "universal" epic destinies, etc. Also if you really are using the Force you could definitely look to the source material for ideas. [url=http://starwars.wikia.com/wiki/Force_powers#cite_note-JvS-0]Force power - Wookieepedia, the Star Wars Wiki[/url] Is alpha striking important to the feel of the Order of Destiny? It sorta seems tacked on. If you do want to go that route I would recommend not using "on your first turn" effects, since only dedicated alpha strike players consistently remember these IME. Also players tend to find circumstantial feature less attractive than constant benefit features. For example... Controller - Against creatures adjacent to other Destiny Masters, your powers "till end of turn"'effects can become become save ends instead. Defender - I liked yours, just get rid of the during the first turn restriction. Leader - Destiny Masters make a saving throw whenever they benefit from your healing powers Striker - When you hit enemies adjacent to other Destiny Masters you inflict +10 damage Makes sense. I guess if your players are thinking that way, your Order of Destiny PP will need to clearly stand out as "the best". As a final observation, the Jedi were primarily peacekeepers and negotiators when not at war or being persecuted. If you're keeping that flavor a class feature to that effect might be fun. Or you might mimic thief knacks/ranger tricks (from essentials) and give the Destiny Master PP a list of minor non-combat features to choose from. [/QUOTE]
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