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General Tabletop Discussion
Character Builds & Optimization
Trapmaster Thief - Homebrew Rogue Build
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<blockquote data-quote="Amaroq" data-source="post: 5068797" data-attributes="member: 15470"><p>Mmm... 4[W] + Dazed seems vastly overpowered to me for a Level 1 Encounter power. By the time you're into the Level 15 powers, yes, that feels right, but I actually very much liked "Shock Pad" as originally written. It affects every creature in the burst; with a defender appropriately clogging things up right on the other side of the burst you might well see multiple targets affected (its 2[W] per target, not 2[W]). You certainly don't want to gift somebody a "Daze multiple targets" as an L1 Encounter power!</p><p></p><p>Also, thinking of it as "difficult to use so I should up the power" misses the "its kinda controller-ey" aspect of it. Assume your enemies spot the Shock Pad when you set it up and avoid it as best they can. You've still set up a 3x3 square that has changed the dynamic of the combat: an obstacle keeping melee skirmishers away from the wizard, for example, or preventing the defender from getting flanked when outnumbered. </p><p></p><p>No matter how much the opposition avoids those squares, some fellow player is always going to find a way to push or slide them into them and thus trigger the trap .. probably right after taking damage from some other attack .. which highlights that the "delayed blast" effect of the trap gives it the possibility of a bit of "going nova" by hitting the target with multiple attacks on a single character-turn .. not to mention building traps that push somebody into other traps, etc ... that's an issue with, for example, Soldier types who have a "Heal while bloodied" power, or Brutes who have a special attack while bloodied - pile enough attacks on in a single turn and you can take them all the way from unbloodied to deal without using their power.</p><p></p><p>I think that "upping the damage" is something you'd only want to do after playtesting, if it feels like the power simply doesn't hold its own next to the other rogue powers.</p><p></p><p>Though, that said, 2d6 does feel a little wimpy for some things; when I started playing with writing Trapmaster powers, I found myself starting to write "1d8" powers instead of "1[W]" powers, and thinking of the Trap Kit as an Implement which enables the use of powers with the Trap keyword, rather than as a Weapon with its own die of damage.</p><p></p><p>Now dropping in "Dazed", "Prone", and "Concedes Combat Advantage ..." powers at Lvls 3-9 is a great idea, though - that will do really nicely at creating plenty of opportunities for a rogue to swoop in and do backstabs in the area his trap has just hit ... I also very much like the idea of some later Dailies functioning as summons that create a "Trap" that does more than just hit once, but again I'd say Camelot has the right basic approach as those summons are a bit powerful for a "Level 1 Daily".</p><p></p><p></p><p>I was thinking of almost the exact same wording .. (yours is better than mine, tbf) .. and I suspect this might be a Feat, which the Trapmaster gets as a "Bonus Feat at First Level" for choosing the Trapmaster rogue tactics class feature.</p><p></p><p>How does that strike you, erik?</p><p></p><p>My thinking is it does address a bit of the "making the Trapmaster build a little more combat-powerful" while still giving other rogues access to a cool use of their Stealth if they're using the Trap keyword powers.</p></blockquote><p></p>
[QUOTE="Amaroq, post: 5068797, member: 15470"] Mmm... 4[W] + Dazed seems vastly overpowered to me for a Level 1 Encounter power. By the time you're into the Level 15 powers, yes, that feels right, but I actually very much liked "Shock Pad" as originally written. It affects every creature in the burst; with a defender appropriately clogging things up right on the other side of the burst you might well see multiple targets affected (its 2[W] per target, not 2[W]). You certainly don't want to gift somebody a "Daze multiple targets" as an L1 Encounter power! Also, thinking of it as "difficult to use so I should up the power" misses the "its kinda controller-ey" aspect of it. Assume your enemies spot the Shock Pad when you set it up and avoid it as best they can. You've still set up a 3x3 square that has changed the dynamic of the combat: an obstacle keeping melee skirmishers away from the wizard, for example, or preventing the defender from getting flanked when outnumbered. No matter how much the opposition avoids those squares, some fellow player is always going to find a way to push or slide them into them and thus trigger the trap .. probably right after taking damage from some other attack .. which highlights that the "delayed blast" effect of the trap gives it the possibility of a bit of "going nova" by hitting the target with multiple attacks on a single character-turn .. not to mention building traps that push somebody into other traps, etc ... that's an issue with, for example, Soldier types who have a "Heal while bloodied" power, or Brutes who have a special attack while bloodied - pile enough attacks on in a single turn and you can take them all the way from unbloodied to deal without using their power. I think that "upping the damage" is something you'd only want to do after playtesting, if it feels like the power simply doesn't hold its own next to the other rogue powers. Though, that said, 2d6 does feel a little wimpy for some things; when I started playing with writing Trapmaster powers, I found myself starting to write "1d8" powers instead of "1[W]" powers, and thinking of the Trap Kit as an Implement which enables the use of powers with the Trap keyword, rather than as a Weapon with its own die of damage. Now dropping in "Dazed", "Prone", and "Concedes Combat Advantage ..." powers at Lvls 3-9 is a great idea, though - that will do really nicely at creating plenty of opportunities for a rogue to swoop in and do backstabs in the area his trap has just hit ... I also very much like the idea of some later Dailies functioning as summons that create a "Trap" that does more than just hit once, but again I'd say Camelot has the right basic approach as those summons are a bit powerful for a "Level 1 Daily". I was thinking of almost the exact same wording .. (yours is better than mine, tbf) .. and I suspect this might be a Feat, which the Trapmaster gets as a "Bonus Feat at First Level" for choosing the Trapmaster rogue tactics class feature. How does that strike you, erik? My thinking is it does address a bit of the "making the Trapmaster build a little more combat-powerful" while still giving other rogues access to a cool use of their Stealth if they're using the Trap keyword powers. [/QUOTE]
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