Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Preview: Highwayman
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Tao" data-source="post: 4331623" data-attributes="member: 62326"><p>Thanks for the feedback. I'll try and respond to them as best I can.</p><p></p><p>This is a pretty decent observation. I don't necessarily share that assessment, but I can see where you would get it from. To me, it would be a defender trait <em>if</em> it were used to enhance "stickiness": that is to keep an enemy in place. In this case, the idea is more to keep enemies away, which is part of what the controller is all about.</p><p>This isn't very helpful. If you want to go through specific powers and give reasons why you believe they are overpowered, then I can respond a bit more thoroughly and even reevaluate a specific power if there seems to be a broken combination.</p><p>This is true, and its one of the limitations of a non-magical ranged combatant. </p><p>This is also true, which is why I have tried to limit that as much as possible. There are other abilities like "Trick Shot", "Sand in the Eyes", and "Intimidating Stare" that help mix up the feel so that its not just a list of "bust 3"s. </p><p>I don't know if that is necessarily the case. It still needs a lot of work in balancing, but I feel (and again, this is my opinion and nothing more) that it fills the controller role in a different but enjoyable manner. </p><p>Well... and the Paladin is redundant to fighter/clerics. It happens.</p><p></p><p>While I do plan on fleshing out the non-AC attacks, I am not sure that this is necessarily a quality just for controllers. I think it is more to offset the lack of proficiency bonuses that non-weapon powers miss out on.</p><p></p><p></p><p>In play, the Highlander ends up being very dependent on both the Defender and the Leader, though not in the same way as the Wizard. The Wizard, for the most part, tends to simply stay behind the Defender. The Highlander tends to need to be closer, so it is things like the Defender's Mark and OA abilities that come to bear. This is a good observation though, and I will remember this as I go forward.</p><p></p><p> And you seemed like such a nice guy... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>They also have access to the hand crossbow, which, I believe would likely be the weapon of choice for many Highwaymen. Thrown daggers and shurikens are a viable option (and I plan on including feats to make them more viable), but the crossbow is likely the default.</p><p>For one of the builds, yes, there is a bit more hybrid class role going on. However, the severe lack of damage dealing and the focus on debuffs make it actually closer to a maneuverable leader than a striker. To me, it is important that we not get certain class features confused with role. Yes, strikers are maneuverable, but not all maneuverable classes are <em>by default</em> strikers. Maneuverability can help any number of classes to better fulfill their roles. Strikers are defined by dealing large amounts of damage to a single target, not by their maneuverability.</p><p>This is a great observation, and one which I will keep in mind. I don't know that I will get rid of Dagger Spray as an at-will, but I may add another option and shift some things around.</p><p></p><p>I knew I liked you.</p><p></p><p></p><p>I'm assuming you mean Blade Barrier. Personally, I like it, since it acts as both a minor personal defensive ability and a short range battlefield control ability. Making at Utility is a pretty good idea though, and I may actually go that way with the final version.</p><p></p><p>There was originally a Wis/Cha path, but it didn't feel meaningful enough at the first couple of levels. Now that I have 15+ levels worth of powers, I could probably find a way to put it back in.</p><p></p><p>I agree. I am likely to rewrite those particular feats into something more limited, but equally appropriate. </p><p></p><p>I've given them the handcrossbow. I would be hesitant to give them anything with a load time, because that would open a whole other can of complaints. However, the load time <em>is</em> considered part of the activation of a power, so it could theoretically work from a game perspective... but it would just anger too many people for me to consider doing as a 'standard' option.</p></blockquote><p></p>
[QUOTE="Tao, post: 4331623, member: 62326"] Thanks for the feedback. I'll try and respond to them as best I can. This is a pretty decent observation. I don't necessarily share that assessment, but I can see where you would get it from. To me, it would be a defender trait [i]if[/i] it were used to enhance "stickiness": that is to keep an enemy in place. In this case, the idea is more to keep enemies away, which is part of what the controller is all about. This isn't very helpful. If you want to go through specific powers and give reasons why you believe they are overpowered, then I can respond a bit more thoroughly and even reevaluate a specific power if there seems to be a broken combination. This is true, and its one of the limitations of a non-magical ranged combatant. This is also true, which is why I have tried to limit that as much as possible. There are other abilities like "Trick Shot", "Sand in the Eyes", and "Intimidating Stare" that help mix up the feel so that its not just a list of "bust 3"s. I don't know if that is necessarily the case. It still needs a lot of work in balancing, but I feel (and again, this is my opinion and nothing more) that it fills the controller role in a different but enjoyable manner. Well... and the Paladin is redundant to fighter/clerics. It happens. While I do plan on fleshing out the non-AC attacks, I am not sure that this is necessarily a quality just for controllers. I think it is more to offset the lack of proficiency bonuses that non-weapon powers miss out on. In play, the Highlander ends up being very dependent on both the Defender and the Leader, though not in the same way as the Wizard. The Wizard, for the most part, tends to simply stay behind the Defender. The Highlander tends to need to be closer, so it is things like the Defender's Mark and OA abilities that come to bear. This is a good observation though, and I will remember this as I go forward. And you seemed like such a nice guy... ;) They also have access to the hand crossbow, which, I believe would likely be the weapon of choice for many Highwaymen. Thrown daggers and shurikens are a viable option (and I plan on including feats to make them more viable), but the crossbow is likely the default. For one of the builds, yes, there is a bit more hybrid class role going on. However, the severe lack of damage dealing and the focus on debuffs make it actually closer to a maneuverable leader than a striker. To me, it is important that we not get certain class features confused with role. Yes, strikers are maneuverable, but not all maneuverable classes are [i]by default[/i] strikers. Maneuverability can help any number of classes to better fulfill their roles. Strikers are defined by dealing large amounts of damage to a single target, not by their maneuverability. This is a great observation, and one which I will keep in mind. I don't know that I will get rid of Dagger Spray as an at-will, but I may add another option and shift some things around. I knew I liked you. I'm assuming you mean Blade Barrier. Personally, I like it, since it acts as both a minor personal defensive ability and a short range battlefield control ability. Making at Utility is a pretty good idea though, and I may actually go that way with the final version. There was originally a Wis/Cha path, but it didn't feel meaningful enough at the first couple of levels. Now that I have 15+ levels worth of powers, I could probably find a way to put it back in. I agree. I am likely to rewrite those particular feats into something more limited, but equally appropriate. I've given them the handcrossbow. I would be hesitant to give them anything with a load time, because that would open a whole other can of complaints. However, the load time [i]is[/i] considered part of the activation of a power, so it could theoretically work from a game perspective... but it would just anger too many people for me to consider doing as a 'standard' option. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Preview: Highwayman
Top