Before putting this out there in any "official" capacity, just wanted to post this here and get some feedback before going any further with it.
We're working on a project called "Break & Enter" dealing with stealth in 4e games and one of the biggest issues tackled are skill checks - specifically, untrained skill checks. While my co-author, Tim Rose, has been dealing with additional skill uses and options to the aid another action to give untrained characters a boost (or a means to keep up to the rest of the party), I had thought of designing a class with the ability to do something similar. However, it soon became apparent that this class was too much like the rogue but still had class features which could definitely pull off what we were going for. So I came up with the idea of a specialist class.
Specialists class can be combined with multiple classes, including multiclass and hybrid characters. There are no feats or feat taxes required, simply a couple of prerequisites related to skill training (and any others depending on other designs down the road should this work out). You can specialize in one specialist class at a time and simply swap out at least one class feature from your primary class for a specialist class feature. From that point on, you can pick and choose powers from your primary and specialist classes. You don't gain additional powers - you can choose from a wider selection.
For the initial demo, we have the collector specialist class. As a controller/leader, the collector excels at speed (he gains +1 to speed per tier) and stealth (remains concealed so long as he was concealed prior to moving). More importantly, he collects objects called icons and endows them with skill-based abilities in addition to using them as implements. These tokens can then be passed on to allies to allow them to treat certain skills as trained skills for as long as they possess the token or he can keep them for himself and gain a bonus to the skill check. Finally, the collector has a pool of points known as tokens gained through performing certain deeds (rolling a 20 on a skill check, dropping a target to 0 hp, etc.). A large majority of collector powers allow him to spend tokens and inflict additional conditions.
The collector also has adapt powers which can convert at-will or encounter powers to encounter or daily attacks should the player wish. Adapt powers are marked by their own keyword and each have the prerequisite of another at-will or encounter power (each clearly marked on the individual power). By using the adapt version of a power, you do not expend the regular power so if you used an adapt daily on an existing encounter power, you still retain the use of the original encounter power.
What I'm looking for is some feedback for the following:
- Does the concept of the specialist class work and would you use it or be inclined to use it?
- Are there any pieces of the specialist class that don't make any sense? Mainly, I want to make sure that it is as clear to others as it is to me. Is there anything else a specialist class could offer to make it a viable option for your character?
- Feedback on the collector features and powers.
And now for the incentive. First off, anyone who contributes constructive criticism to this thread will get playtester credit on Break & Enter. Second, I'm giving away free copies of the upcoming B&E to any participants here. Five copies, to be exact, randomly drawn by me prior to the release.
So please enjoy and let me know what you think. The fate of the entire project rests on YOU!! (Nah, not really, but it would be nice not to scrap this idea cause I used a lot of company resources at work to pull it off...)
We're working on a project called "Break & Enter" dealing with stealth in 4e games and one of the biggest issues tackled are skill checks - specifically, untrained skill checks. While my co-author, Tim Rose, has been dealing with additional skill uses and options to the aid another action to give untrained characters a boost (or a means to keep up to the rest of the party), I had thought of designing a class with the ability to do something similar. However, it soon became apparent that this class was too much like the rogue but still had class features which could definitely pull off what we were going for. So I came up with the idea of a specialist class.
Specialists class can be combined with multiple classes, including multiclass and hybrid characters. There are no feats or feat taxes required, simply a couple of prerequisites related to skill training (and any others depending on other designs down the road should this work out). You can specialize in one specialist class at a time and simply swap out at least one class feature from your primary class for a specialist class feature. From that point on, you can pick and choose powers from your primary and specialist classes. You don't gain additional powers - you can choose from a wider selection.
For the initial demo, we have the collector specialist class. As a controller/leader, the collector excels at speed (he gains +1 to speed per tier) and stealth (remains concealed so long as he was concealed prior to moving). More importantly, he collects objects called icons and endows them with skill-based abilities in addition to using them as implements. These tokens can then be passed on to allies to allow them to treat certain skills as trained skills for as long as they possess the token or he can keep them for himself and gain a bonus to the skill check. Finally, the collector has a pool of points known as tokens gained through performing certain deeds (rolling a 20 on a skill check, dropping a target to 0 hp, etc.). A large majority of collector powers allow him to spend tokens and inflict additional conditions.
The collector also has adapt powers which can convert at-will or encounter powers to encounter or daily attacks should the player wish. Adapt powers are marked by their own keyword and each have the prerequisite of another at-will or encounter power (each clearly marked on the individual power). By using the adapt version of a power, you do not expend the regular power so if you used an adapt daily on an existing encounter power, you still retain the use of the original encounter power.
What I'm looking for is some feedback for the following:
- Does the concept of the specialist class work and would you use it or be inclined to use it?
- Are there any pieces of the specialist class that don't make any sense? Mainly, I want to make sure that it is as clear to others as it is to me. Is there anything else a specialist class could offer to make it a viable option for your character?
- Feedback on the collector features and powers.
And now for the incentive. First off, anyone who contributes constructive criticism to this thread will get playtester credit on Break & Enter. Second, I'm giving away free copies of the upcoming B&E to any participants here. Five copies, to be exact, randomly drawn by me prior to the release.
So please enjoy and let me know what you think. The fate of the entire project rests on YOU!! (Nah, not really, but it would be nice not to scrap this idea cause I used a lot of company resources at work to pull it off...)