Setup/Punchlines. Balanced?

chronoplasm

First Post
OK, so I have this idea for a class that uses powers with the setup and punchline keywords.

Setups are attacks that only do 1 damage, but have an additional effect if successful (like shifting one square.) What makes these attacks useful is that they can be used as minor actions. Is this too powerful?

Punchlines are attacks that get more powerful depending on how many setups you've done this turn.
Examples:

Ringleader
You deal 1(W)+charisma damage to a single target and you may move that target 4 squares.
Each creature dealt damage by a setup attack this turn is an additional target.

Bag of Rats
You deal X(W)+dexterity damage to a single target where X is the number of creatures dealt damage by a setup attack this turn.

Rocket-Clown Aerial Punch
You deal 1(W)+dexterity damage to a single target, throwing that target skyward. If there is a ceiling, that target is dealt double damage and lands prone. If there is no ceiling, the target disappears into the sky until the end of your next turn then lands prone.
Each creature dealt damage by a setup attack this turn is an additional target.

Running Gag
Shift 3(X) squares in any direction where X is the number of times you have done a setup attack this turn. You do not provoke opportunity attacks from enemies that you pass in this way, but instead attack them for 1(W)+dexterity damage.

Broken? Okay?
Comments?
 

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Minor action abilities aren't overpowered by themselves. Clerics and warlords have minor action abilities that they can use more than once per encounter. (Admittedly their abilities are twice per encounter and not at-will, but they are more powerful than 1 damage and a minor effect.) Also note that strikers have extra damage dealing abilities that do extra damage without even having to spend an extra action.

But we would need a lot more information in order to see whether or not your class is balanced. Are these abilities at-wills, encounters, or dailies? What level are they? What do the "attack vs. defense" and "number of targets" lines look like? What class features does your class have?
 

Ah, of course.

I haven't figured out class features yet, but heres some more detailed descriptions with some increased power level.


Setups:


Duck!
At-Will. Martial, Setup
Minor Action
Effect: Enemies flanking you make opportunity attacks against each other.

Pratfall
At-Will. Martial, Setup
Minor Action, Close Burst 1
Target: Each creature in burst.
Attack: Dexterity vs. AC
Hit: 1[W]+Dexterity modifier damage.
Effect: You land prone.

Hit the Dirt!
At-Will. Martial, Setup
Minor Action, Close Burst 1 if you are prone
Target: Each creature in burst.
Attack: Constitution vs. AC
Hit: 1[W]+Constitution modifier damage.

Leap Frog
At-Will. Martial, Setup
Minor Action
Target: One creature.
Attack: Dexterity vs. AC
Hit: 1[W]+Dexterity modifier damage, you may move to any square adjacent to the target.

Airplane Ride
At-Will. Martial, Setup
Minor Action, Close Burst 1 if a medium sized ally is adjacent or Close Burst 2 if a large sized ally is adjacent.
Target: Each creature in burst.
Attack: Constitution vs. AC
Hit: The adjacent ally deals 1[W]+Constitution modifier damage.


Punchlines:


Bag of Rats
Encounter. Martial, Punchline
Standard-Action
Target: One creature
Attack: Dexterity vs. AC
Hit: X[W]+Dexterity modifier damage where X is the number of creatures dealt damage by a setup attack this turn.

Fart
Encounter. Martial, Punchline, Poison
Standard-Action, Close Burst X where X is the number of creatures dealt damage by a setup attack this turn.
Target: Each creature in burst
Attack: Constitution vs. Fortitude
Hit: 1d6+constitution modifier poison damage.
 

Sounds like you want to check out some token-based systems, like Iron Heroes, where PCs accumulate a resource ("tokens") which they can cash in for cool effects.

Cheers, -- N
 

Sounds like you want to check out some token-based systems, like Iron Heroes, where PCs accumulate a resource ("tokens") which they can cash in for cool effects.

Cheers, -- N

:hmm:
:D

That can be used as a balance mechanism for the setups.

Every time you deal lethal damage to an enemy, you get a "ticket".
Spend one ticket to use an at-will power as a minor action.
Spend two tickets to use an encounter power as a minor action.
Spend three tickets to use a daily power as a minor action.
 

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