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Preview: Highwayman
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<blockquote data-quote="Tao" data-source="post: 4332822" data-attributes="member: 62326"><p>This is a good observation. Truthfully, I wanted this class to cover everything from Robin Hood to the Three Musketeers to the Count of Monte Cristo, but Swashbuckler seemed a bit risky to include in anything using the GSL.</p><p></p><p>Originally, they did. But I didn't want them getting too cocky, so I reduced it to cloth. I'm still in the process of balancing it all out, so leather proficiency may come back... potentially as part of one of the two builds, should I decide to split it a bit further.</p><p></p><p>Glad you like it. Again, its not really going to help once an enemy is based... it's more of an (admittedly minor) incentive for them to choose another target.</p><p></p><p></p><p>I was going for more of a quick wide slash. More of a minion clearer than anything else.</p><p></p><p>Ammo constraints are one of the last things I am going to be working out. My reasoning is that I didn't want to be held back by that sort of thing. My motto (at least as far as 4e development goes) is "Design something cool... and then figure out how to make sense of it". If it were another system I might be more of a stickler for those sorts of things, but for 4e that's not where my priorities are.</p><p></p><p>A lot of the flavor text and power names are just placeholders at the moment. Thanks for bringing that to my attention though.</p><p></p><p>Probably right. Although, I think that save ends end up being statistically shorter overall. Could be wrong though.</p><p></p><p>I was trying to find a way to pull Charisma into it really. This may correct itself, though, if I end up splitting the builds at the end of the process.</p><p></p><p>Glad to hear it. I was a fan myself!</p><p></p><p>My flavor explanation... you're forcing him to put pressure on the wound, or kicking it, or aiming at that point with your other attack. I was going to instead have "Sustain minor: only against adjacent target". It made more sense, but that was hella risky and not tactically wise.</p><p></p><p></p><p>You're probably right. I'm still sliding a lot of powers around as we play with him in test games. This one will probably get moved up a bit... or we may play around with the effects.</p><p></p><p>See Stakedown. Also, some of the Utilities may end up becoming Encounter or Daily powers, if we can find more fitting noncombat abilities. Right now we're still a bit thin and trying to fill in some holes. A lot more goes into making a class in 4e than I am used to.</p><p></p><p>This is another power I am toying around with. As for the effect, I am fairly seriously considering including some printable Area markers for use with the highwayman's abilities, which should be relatively fun. This isn't the only such ability.</p><p></p><p>That's a copy/paste error. Should be blast 2. </p><p></p><p>This one is going to be restricted to light thrown and crossbow. Some of those notations simply haven't made it in yet.</p><p></p><p>Hey, its great feedback, and I appreciate it. We've still got a lot of polishing to do, and what you see is the result of less than a week of work (and only a small part, at that). I basically wanted to get it out there so I could get a bit of feedback to see if I was completely barking up the wrong tree, or if it was a concept that people (other than myself) might enjoy.</p><p></p><p></p><p>Thanks... those are very useful, and I agree on a lot of those points. Like I said, this is a preview of a work in progress, so there's still a lot of tweaks to be made. </p><p></p><p></p><p>Good... because that's the direction we're trying to move towards. Yeah, we're going to have the obligatory knife bursts, but by including Wisdom and Charisma as the secondary abilities we also wanted to stress the more psychological elements of combat. They control the way that Fighters pull... or Warlords lead...</p><p></p><p></p><p>Hopefully, I'll be able to pleasantly surprise you. </p><p></p><p></p><p>Hardly that much hybridization. Hybrid in the same way that Paladin is a Defender with a tiny bit of leader, or Warlock is a striker with a tiny bit of controller. Really all of the classes have a bit of a secondary role to them, even if its harder to spot on some. This one will be a Controller with a tiny splash of leader.</p><p></p><p>Well, I agree with that to a large extent. Martial is INCREDIBLY limited in what it can do without provoking some eye-rolls. That's one of the reasons I wanted to try it (instead of the divine controller I originally had worked on, we did a martial controller and divine striker). However, sometimes those limitations come with unique and interesting solutions. A lot of people complained about the warlord's ability to heal without any divine or magical abilities... but it works. And its fun.</p><p></p><p>All I will ask is that when the final draft comes out sometime in the next couple of months, is that you give it a fair and unbiased review. You might be surprised.</p></blockquote><p></p>
[QUOTE="Tao, post: 4332822, member: 62326"] This is a good observation. Truthfully, I wanted this class to cover everything from Robin Hood to the Three Musketeers to the Count of Monte Cristo, but Swashbuckler seemed a bit risky to include in anything using the GSL. Originally, they did. But I didn't want them getting too cocky, so I reduced it to cloth. I'm still in the process of balancing it all out, so leather proficiency may come back... potentially as part of one of the two builds, should I decide to split it a bit further. Glad you like it. Again, its not really going to help once an enemy is based... it's more of an (admittedly minor) incentive for them to choose another target. I was going for more of a quick wide slash. More of a minion clearer than anything else. Ammo constraints are one of the last things I am going to be working out. My reasoning is that I didn't want to be held back by that sort of thing. My motto (at least as far as 4e development goes) is "Design something cool... and then figure out how to make sense of it". If it were another system I might be more of a stickler for those sorts of things, but for 4e that's not where my priorities are. A lot of the flavor text and power names are just placeholders at the moment. Thanks for bringing that to my attention though. Probably right. Although, I think that save ends end up being statistically shorter overall. Could be wrong though. I was trying to find a way to pull Charisma into it really. This may correct itself, though, if I end up splitting the builds at the end of the process. Glad to hear it. I was a fan myself! My flavor explanation... you're forcing him to put pressure on the wound, or kicking it, or aiming at that point with your other attack. I was going to instead have "Sustain minor: only against adjacent target". It made more sense, but that was hella risky and not tactically wise. You're probably right. I'm still sliding a lot of powers around as we play with him in test games. This one will probably get moved up a bit... or we may play around with the effects. See Stakedown. Also, some of the Utilities may end up becoming Encounter or Daily powers, if we can find more fitting noncombat abilities. Right now we're still a bit thin and trying to fill in some holes. A lot more goes into making a class in 4e than I am used to. This is another power I am toying around with. As for the effect, I am fairly seriously considering including some printable Area markers for use with the highwayman's abilities, which should be relatively fun. This isn't the only such ability. That's a copy/paste error. Should be blast 2. This one is going to be restricted to light thrown and crossbow. Some of those notations simply haven't made it in yet. Hey, its great feedback, and I appreciate it. We've still got a lot of polishing to do, and what you see is the result of less than a week of work (and only a small part, at that). I basically wanted to get it out there so I could get a bit of feedback to see if I was completely barking up the wrong tree, or if it was a concept that people (other than myself) might enjoy. Thanks... those are very useful, and I agree on a lot of those points. Like I said, this is a preview of a work in progress, so there's still a lot of tweaks to be made. Good... because that's the direction we're trying to move towards. Yeah, we're going to have the obligatory knife bursts, but by including Wisdom and Charisma as the secondary abilities we also wanted to stress the more psychological elements of combat. They control the way that Fighters pull... or Warlords lead... Hopefully, I'll be able to pleasantly surprise you. Hardly that much hybridization. Hybrid in the same way that Paladin is a Defender with a tiny bit of leader, or Warlock is a striker with a tiny bit of controller. Really all of the classes have a bit of a secondary role to them, even if its harder to spot on some. This one will be a Controller with a tiny splash of leader. Well, I agree with that to a large extent. Martial is INCREDIBLY limited in what it can do without provoking some eye-rolls. That's one of the reasons I wanted to try it (instead of the divine controller I originally had worked on, we did a martial controller and divine striker). However, sometimes those limitations come with unique and interesting solutions. A lot of people complained about the warlord's ability to heal without any divine or magical abilities... but it works. And its fun. All I will ask is that when the final draft comes out sometime in the next couple of months, is that you give it a fair and unbiased review. You might be surprised. [/QUOTE]
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