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General Tabletop Discussion
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Speaking of Elemental Classes...
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<blockquote data-quote="willows" data-source="post: 4826163" data-attributes="member: 79929"><p>The Entropic Curse is just a bad idea. Ditch it and reduce the hitpoints of classes accordingly.</p><p></p><p>Since all of these classes use elemental brands, your document really should describe them. I take it that the Geomancer's class feature Elemental Brand is different than the implement, since it looks a little bit like a Warlock's Curse; this feature needs to be renamed.</p><p></p><p>I suggest also discarding all the "roll a die to choose a damage element" class features; these add complexity without adding usability, and interfere with the players' use of synergistic feat/equipment/element combos; I feel like it would make more game-design sense and be more fun if you were able to concentrate on one or two elements that unify your character in theme. (See also 4e genasi.)</p><p></p><p>Speaking of brands, the Geomancer's Brand has some messy phrasing. I'd suggest reconfiguring it a bit, and expressing it as a power:</p><p></p><p>Keyword: Channel</p><p>Powers and features with the Channel keyword have a variable elemental damage type based on your Channel of Arms class feature. When these abilities use the term '(channel)' in reference to damage, they refer to the elemental damage type of your Channel of Arms class feature <em>at the time the power or feature was activated.</em></p><p></p><p>Geomancer's Brand - Geomancer Feature</p><p>Free Action * Elemental, Channel</p><p>Trigger: You use a geomancer attack power while you have combat advantage against at least one target.</p><p>Targets: All targets of the triggering power.</p><p>Effect: The targets receive a (channel) Geomancer's Brand.</p><p></p><p>Once per round, a Geomancer's Brand deals 1d6 bonus (channel) damage when the branded target receives damage of the same type.</p><p></p><p>A Geomancer's Brand persists until another Geomancer's Brand is applied to the same target. At this time, the older Brand ends.</p></blockquote><p></p>
[QUOTE="willows, post: 4826163, member: 79929"] The Entropic Curse is just a bad idea. Ditch it and reduce the hitpoints of classes accordingly. Since all of these classes use elemental brands, your document really should describe them. I take it that the Geomancer's class feature Elemental Brand is different than the implement, since it looks a little bit like a Warlock's Curse; this feature needs to be renamed. I suggest also discarding all the "roll a die to choose a damage element" class features; these add complexity without adding usability, and interfere with the players' use of synergistic feat/equipment/element combos; I feel like it would make more game-design sense and be more fun if you were able to concentrate on one or two elements that unify your character in theme. (See also 4e genasi.) Speaking of brands, the Geomancer's Brand has some messy phrasing. I'd suggest reconfiguring it a bit, and expressing it as a power: Keyword: Channel Powers and features with the Channel keyword have a variable elemental damage type based on your Channel of Arms class feature. When these abilities use the term '(channel)' in reference to damage, they refer to the elemental damage type of your Channel of Arms class feature [i]at the time the power or feature was activated.[/i] Geomancer's Brand - Geomancer Feature Free Action * Elemental, Channel Trigger: You use a geomancer attack power while you have combat advantage against at least one target. Targets: All targets of the triggering power. Effect: The targets receive a (channel) Geomancer's Brand. Once per round, a Geomancer's Brand deals 1d6 bonus (channel) damage when the branded target receives damage of the same type. A Geomancer's Brand persists until another Geomancer's Brand is applied to the same target. At this time, the older Brand ends. [/QUOTE]
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