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Please offer balance and overall feedback for this ZEITGEIST paragon paths
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<blockquote data-quote="RangerWickett" data-source="post: 6235118" data-attributes="member: 63"><p>I agree with a lot. I'll only point out where I disagree.</p><p></p><p></p><p></p><p>Agreed. A little odd to use your Dexterity to argue philosophy but hey, that's 4e for you.</p><p></p><p></p><p></p><p>I felt that the ongoing 10 damage possible from the plane of fire was sufficient, especially since there's a lot of control options here. Most area burst powers I saw for PPs were 2d10+primary ability, which is about the same as 1d10+10. I could be convinced, though.</p><p></p><p> </p><p></p><p>Clarified 'unattended object.' And yes, mechanical traps you're aware of are no longer a threat. But since I'm writing the campaign I know that we don't really have any mechanical traps in paragon tier.</p><p></p><p></p><p></p><p>The idea is to keep the PC from handing his super-gun to an ally. And to give a nifty option if the party really needs to blow something up.</p><p></p><p></p><p></p><p>Mostly it's useful for "everyone move 2 squares," and just has a few other possible perks.</p><p></p><p></p><p></p><p>"While you have an audience, you gain a +5 bonus on death saving throws, and whenever you bloody or drop an enemy you gain 5 temporary hit points." Clearer.</p><p></p><p></p><p></p><p>I originally let you make an Intimidate check against bloodied enemies, but the whole "Intimidate them into surrendering" mechanic is kinda B.S.</p><p></p><p></p><p></p><p>Tweak: "If you spend a standard action to take a Total Defense, you also gain three additional martial dice as long as there is an enemy actively engaged in combat within 10 squares. You can have a maximum of ten dice in your martial pool at any time, and whenever you start a new encounter your total resets to three."</p><p></p><p>Mostly it's a nod to realism, since folks have complained about per-encounter fighter abilities. And to let you mimic assassination attacks by observing for a few rounds.</p><p></p><p></p><p></p><p>I've called them Elementary Stances, and said you can have one elementary and one other stance active at a time.</p><p></p><p></p><p></p><p>I tried to make it weaker but slightly more flexible than the Essentials martial character Paragon Paths.</p><p></p><p></p><p></p><p>Too bad. It's dumb that the game doesn't have it.</p><p></p><p></p><p></p><p>Because you're too heavy and stuff breaks when you try to pull yourself up? The center of balance isn't good so you dangle too far out from the wall? Basically I wanted a trade off between Iron Man and Iron Monger.</p><p></p><p></p><p></p><p>Look at how much damage it does. It's a "fire everything and hope it kills the bad guy" power.</p><p></p><p></p><p></p><p>I think I'll keep the more convoluted requirement for the sake of flavor.</p><p></p><p></p><p></p><p>I am considering tweaking minions in the compilation so they're the "two-hit" kind. Anything that does X damage (10 + level?) kills them. Otherwise the damage bloodies them, and any extra damage kills them.</p><p></p><p> </p><p></p><p></p><p>Glad you like them! I'll be uploading the whole Expanded Player Guide text to the Gold Supporter's Forum soon, for folks to pick over and offer more suggestions. I really appreciate the feedback.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 6235118, member: 63"] I agree with a lot. I'll only point out where I disagree. Agreed. A little odd to use your Dexterity to argue philosophy but hey, that's 4e for you. I felt that the ongoing 10 damage possible from the plane of fire was sufficient, especially since there's a lot of control options here. Most area burst powers I saw for PPs were 2d10+primary ability, which is about the same as 1d10+10. I could be convinced, though. Clarified 'unattended object.' And yes, mechanical traps you're aware of are no longer a threat. But since I'm writing the campaign I know that we don't really have any mechanical traps in paragon tier. The idea is to keep the PC from handing his super-gun to an ally. And to give a nifty option if the party really needs to blow something up. Mostly it's useful for "everyone move 2 squares," and just has a few other possible perks. "While you have an audience, you gain a +5 bonus on death saving throws, and whenever you bloody or drop an enemy you gain 5 temporary hit points." Clearer. I originally let you make an Intimidate check against bloodied enemies, but the whole "Intimidate them into surrendering" mechanic is kinda B.S. Tweak: "If you spend a standard action to take a Total Defense, you also gain three additional martial dice as long as there is an enemy actively engaged in combat within 10 squares. You can have a maximum of ten dice in your martial pool at any time, and whenever you start a new encounter your total resets to three." Mostly it's a nod to realism, since folks have complained about per-encounter fighter abilities. And to let you mimic assassination attacks by observing for a few rounds. I've called them Elementary Stances, and said you can have one elementary and one other stance active at a time. I tried to make it weaker but slightly more flexible than the Essentials martial character Paragon Paths. Too bad. It's dumb that the game doesn't have it. Because you're too heavy and stuff breaks when you try to pull yourself up? The center of balance isn't good so you dangle too far out from the wall? Basically I wanted a trade off between Iron Man and Iron Monger. Look at how much damage it does. It's a "fire everything and hope it kills the bad guy" power. I think I'll keep the more convoluted requirement for the sake of flavor. I am considering tweaking minions in the compilation so they're the "two-hit" kind. Anything that does X damage (10 + level?) kills them. Otherwise the damage bloodies them, and any extra damage kills them. Glad you like them! I'll be uploading the whole Expanded Player Guide text to the Gold Supporter's Forum soon, for folks to pick over and offer more suggestions. I really appreciate the feedback. [/QUOTE]
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