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<blockquote data-quote="Kisanji Arael" data-source="post: 4536514" data-attributes="member: 20056"><p><strong>"You have earned the new puppy that's coming with us to the White House."</strong></p><p></p><p>Lets address some stuff:</p><p>First off, you misspelled my name in your most recent edit of Post #1. Second off, why won’t this cough go away, and why do I post on D&D boards when I have multiple-page papers and group projects due the next day? Thirdly, concerning some points you’ve made:</p><p></p><p>♦ Should weapons be usable? I say yes, but mostly by the puppet, who can only use weapons (of the non-power variety) available to the puppet master. I plan to design some “disarming” abilities under the string category at some point, and either way, arming puppets with giant hammers is fun.</p><p>♦ Corpses as puppets: This should fall under string abilities, right?</p><p>♦ Re: post # 12:[sblock]</p><p>Why would someone become a puppet master? Leave it open; I’m serious. Anything you say limits the RP possibilities of anyone who might want to play the class. Of course, just like WotST, you can make paragon paths that show possibilities like madness, or special family skills, etc. Oh, also: I would say leave the illusionist and psychic thing from your last point alone.[/sblock]</p><p>♦ Re: post # 14: [sblock]</p><p>1. I agree with your comment on running out of dolls: there are two ways to deal with this. One can, as you suggest, make dolls available as encounter powers as well from low levels. Alternately, if you design dolls only as daily powers, then make them unsummonable after battle and available for later? (to resummon a doll after it has been unsummoned, one must take a short rest). [Note: this must be A or B; both together are game-breaking.] In either case, I dislike the idea of an at-will doll, though I would be cool with using “controlling abilities” on non-ability dolls you bring into dungeons (think about it: the Cabbage-patch kids skip though the trap-infested hallway; each one makes it about five feet farther than the last before being blown to bits; after ten minutes of traumatizing horror and the Dryad bursting into tears, the puppeteer announces to the group: “Well, please remember the path my little friends found and which stones make buzz-saws come out of the floor. Fluff and string are easier to clean up.”) (Look forward to seeing this as an at-will in my next post, once my Thursday is finally, finally over). Part of the game mechanic of playing with puppeteers should be recognizing what happens when you run out of puppets. At that point, there should still be abilities available to you (aiding allies, controlling corpses or even enemies), but you have lost your strongest asset and you have to deal with the consequences. In either case, I think higher-leveled puppeteers should have encounter-dolls available to them, but that’s why they’re higher level puppeteers.</p><p>2. Please define “draw” or restate your point.</p><p>3. The weapon slot idea was, basically, to limit the number of dolls and active, hampering string powers available to a puppeteer to the number of hands he has, unless other abilities [I was thinking specifically – feats (1), paragon paths, epic destinies and mid/high-level abilities that summon massive amounts of weak dolls] allow him to exceed this number. My wording might sound redundant, but I’m pretty sure it’s logical. As in, your basic Joe the Plumber puppeteer (God, I won’t be able to stop saying that for weeks) can control two dolls, two string abilities or one of each. This was further balanced by allowing him to sustain all of his abilities and dolls with one minor action in Ephemeral Strings. [/sblock]</p><p>♦ Good, I'm glad you agree with me on Charisma.</p><p>♦ Lastly, I think that once we clarify a bit more, we should look into at least one paragon path that lets a puppeteer "make-it-yourself" a puppet. It won't be a conventional class, but what about this has been?</p><p></p><p>Footnotes:</p><p>1: I’ve come up with three kinds of feats that raise the limit of abilities beyond two. First, one that lets him raise his number of puppets by one. Second, the inverse of the first, that raises his string abilities by one. (This separation brought to you by feats in 4e: Feats made worthless; it’s a game feature now.) Third, one that lets him learn how to “tie off” a particular string ability, separating it from his limit (in such a manner that it can still be dispelled as normal, but this might also extend the duration, or maybe not). This third variety would not suitable for heroic tier characters.</p></blockquote><p></p>
[QUOTE="Kisanji Arael, post: 4536514, member: 20056"] [b]"You have earned the new puppy that's coming with us to the White House."[/b] Lets address some stuff: First off, you misspelled my name in your most recent edit of Post #1. Second off, why won’t this cough go away, and why do I post on D&D boards when I have multiple-page papers and group projects due the next day? Thirdly, concerning some points you’ve made: ♦ Should weapons be usable? I say yes, but mostly by the puppet, who can only use weapons (of the non-power variety) available to the puppet master. I plan to design some “disarming” abilities under the string category at some point, and either way, arming puppets with giant hammers is fun. ♦ Corpses as puppets: This should fall under string abilities, right? ♦ Re: post # 12:[sblock] Why would someone become a puppet master? Leave it open; I’m serious. Anything you say limits the RP possibilities of anyone who might want to play the class. Of course, just like WotST, you can make paragon paths that show possibilities like madness, or special family skills, etc. Oh, also: I would say leave the illusionist and psychic thing from your last point alone.[/sblock] ♦ Re: post # 14: [sblock] 1. I agree with your comment on running out of dolls: there are two ways to deal with this. One can, as you suggest, make dolls available as encounter powers as well from low levels. Alternately, if you design dolls only as daily powers, then make them unsummonable after battle and available for later? (to resummon a doll after it has been unsummoned, one must take a short rest). [Note: this must be A or B; both together are game-breaking.] In either case, I dislike the idea of an at-will doll, though I would be cool with using “controlling abilities” on non-ability dolls you bring into dungeons (think about it: the Cabbage-patch kids skip though the trap-infested hallway; each one makes it about five feet farther than the last before being blown to bits; after ten minutes of traumatizing horror and the Dryad bursting into tears, the puppeteer announces to the group: “Well, please remember the path my little friends found and which stones make buzz-saws come out of the floor. Fluff and string are easier to clean up.”) (Look forward to seeing this as an at-will in my next post, once my Thursday is finally, finally over). Part of the game mechanic of playing with puppeteers should be recognizing what happens when you run out of puppets. At that point, there should still be abilities available to you (aiding allies, controlling corpses or even enemies), but you have lost your strongest asset and you have to deal with the consequences. In either case, I think higher-leveled puppeteers should have encounter-dolls available to them, but that’s why they’re higher level puppeteers. 2. Please define “draw” or restate your point. 3. The weapon slot idea was, basically, to limit the number of dolls and active, hampering string powers available to a puppeteer to the number of hands he has, unless other abilities [I was thinking specifically – feats (1), paragon paths, epic destinies and mid/high-level abilities that summon massive amounts of weak dolls] allow him to exceed this number. My wording might sound redundant, but I’m pretty sure it’s logical. As in, your basic Joe the Plumber puppeteer (God, I won’t be able to stop saying that for weeks) can control two dolls, two string abilities or one of each. This was further balanced by allowing him to sustain all of his abilities and dolls with one minor action in Ephemeral Strings. [/sblock] ♦ Good, I'm glad you agree with me on Charisma. ♦ Lastly, I think that once we clarify a bit more, we should look into at least one paragon path that lets a puppeteer "make-it-yourself" a puppet. It won't be a conventional class, but what about this has been? Footnotes: 1: I’ve come up with three kinds of feats that raise the limit of abilities beyond two. First, one that lets him raise his number of puppets by one. Second, the inverse of the first, that raises his string abilities by one. (This separation brought to you by feats in 4e: Feats made worthless; it’s a game feature now.) Third, one that lets him learn how to “tie off” a particular string ability, separating it from his limit (in such a manner that it can still be dispelled as normal, but this might also extend the duration, or maybe not). This third variety would not suitable for heroic tier characters. [/QUOTE]
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