Runepriest Article Bumped Again!


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Live and AWFUL

What an interesting mechanic wasted on A) specifically 1 tier and B)Has no benefits for party members (effectively making them NOT leaders). Nine months without an ounce of support for the class and this is it?

I'm usually not one to hate on WotC or their content. I'm usually pretty happy with DDI. This (and the Essentials Assassin debacle) is just silly.
 

I haven't actually had a chance to read it yet, but that's what I gather; disappointing. That's unfortunate, especially after such a long wait.

It can't be that hard to find people to write articles to support underserviced classes, can it? Maybe I should start submitting articles...
 

Awful?

Eh, the flavor's not bad. The rules elements are kind of weak sauce, though. A few magic items for high-level runepriests...so, anyone out there play a Runepriest to high Paragon level yet so that they can use these?

Anyone?

Anyone?

Beuller?

Yeah, thought so.
 

Meh, what were you expecting. Class acts only hits the mark like 10-15% of the time. Every now and then we get an interesting and balanced build (usually with only dedicated power per level though, if that). But it almost never actually fixes things that are over/under powered (and the rune priest being a bit underpowered is something I'm mostly concerned with at Epic). How many times has that happened? Early Warlock maybe? And that epic tier 19-20 crit feat for avengers.
 

What's the point of this?

Ignoring that the item itself is meh and that this doesn't help Runepriests at all...it's a bloody rare. That means it's 100% intended to be for DM usage only, to be given to players either randomly or when DMs want it. Why is this not in Dungeon?

...Oh, and the item is terrible. Come on, WotC.

Let's get this straight.

At the start of 4e one of your big brag points is that all classes would be updated and have content as time goes on, too avoid the 3e problems of "only core" classes getting content. So you've failed on that.

Then you change the way items work to create rare items - items that are completely in DM control, the kind of things players shouldn't even know about until it's in their hands. So you've failed on that.

Then you make those rare items their own catagory entirely - finding a rare item is meant to be a really big deal, and should seriously reward the player for getting it. This one strips away your abilities. So you've failed on that.

Jesus, WotC.
 

I actually quite like the article, very nice idea adding on to the alternate rewards presented in the DMG2.

As for the 4 runes given in the article, I haven't compared them to other magicla items yet, but they do add nice additional options for the runepriest concerned, I don't see them replacing any of his abilities, but similarly to paragon path runes merely adding options.

I don;t currently have a runepriest in my campaign, but I would gladly add on of these as a quest reward if it fitted into the character background or the adventure arc.

I would love to see more articles of this type looking at class specific rewards with nice story elements.
 

Nah, runepriests didn't need anything new, just a handful of rare items. Ohh...you mean you wanted more than the basic powers from PHB3? More feats? .... ohhhh......uh....look Bark at the Moon is out tomorrow.
 

I think those runes are quite nice... like boons they can allow you quite useful abilities.

They are high paragon, ok... rare ok...

but the principle of them are quite cool.
You can easily create common variants of them. Allowing different runestates is new...
 

Wow, those are uniformly mediocre. The flavor text is okay, but mechanically they're dull and uninspiring. And I say this as someone who loves playing a runepriest—they're already a fun, front-line buffing platform with some distinctive powers, but I was hoping for something to expand on that, like squeezing in a third possible runestate somehow.
 

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