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What is the spirit of 4e?
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<blockquote data-quote="DracoSuave" data-source="post: 4587412" data-attributes="member: 71571"><p>Plus your role is controller without any control abilities. All you do is fire damage. Every ability falls into:</p><p></p><p>Do Fire Damage</p><p>Do Moar Fire Damage</p><p>Do Area Fire Damage</p><p>Do MOAR Area Fire Damage.</p><p></p><p>For a wizard/druid replacement he doesn't seem very capable of wizard-replacing.</p><p></p><p>I know you said 'Controller/Striker' but you haven't any idea what these roles mean. You've basicly said 'This must mean damage and AOE damage' and rolled with it. In fact, neither of these are exactly true.</p><p></p><p>The idea behind at-wills are 1) They are at-will. You can use them each and every round, because eventually in the fight you -have to.- By making each at-will have limits on how much you can use them you -severly- hamper this class. 2) You've made the at-wills have prerequisites. One of them you -have- to take with another, and the other two are build-restricted. Build-specific is fine, but build-restricted is not. 3) You can create an easily unplayable character with this. Here's how: Use your oneshot flame javelin, and a different secondary than 'grenade'. Now you can't use at-wills. At all.</p><p></p><p>Fail.</p><p></p><p>Secondly, classes are simple. It shouldn't require a PHD to understand how the class works. Your class made my eyes squint as I tried to figure out how to make it useful.</p><p></p><p>The spirit of 4e is number of options available, but a simple elegant presentation. This isn't a real time strategy game with tech-trees and prerequisites requiring other prerequisites etc. For example, using your design philosophy you could have a level 15 daily requiring a particular level 1 daily to be learned. Before you go 'ah, that's a good idea' remember you have to switch out one of your powers to get the level 15 ability. Then if you have a level 19 that requires a level 5 or 9, you've locked that one out.</p><p></p><p>You shouldn't need a roadmap to negotiate your class.</p><p></p><p>I disagree with the above that Technology is inappropriate as a power source. In fact, I rather like the concept of it (which is why I've always liked the artificer). D&D and steampunk are not bad fits in my opinion. But then again, that's opinion.</p><p></p><p>Until you have a lot more RP experience under your belt, you really shouldn't be examining game design. (There are tons people who spend years gaming who don't have a clue how to design a decent class and balance it properly. Sometimes they even get paid to do it: the Complete _______ Handbooks comes to mind. Kits were terribly unbalanced towards each other.)</p></blockquote><p></p>
[QUOTE="DracoSuave, post: 4587412, member: 71571"] Plus your role is controller without any control abilities. All you do is fire damage. Every ability falls into: Do Fire Damage Do Moar Fire Damage Do Area Fire Damage Do MOAR Area Fire Damage. For a wizard/druid replacement he doesn't seem very capable of wizard-replacing. I know you said 'Controller/Striker' but you haven't any idea what these roles mean. You've basicly said 'This must mean damage and AOE damage' and rolled with it. In fact, neither of these are exactly true. The idea behind at-wills are 1) They are at-will. You can use them each and every round, because eventually in the fight you -have to.- By making each at-will have limits on how much you can use them you -severly- hamper this class. 2) You've made the at-wills have prerequisites. One of them you -have- to take with another, and the other two are build-restricted. Build-specific is fine, but build-restricted is not. 3) You can create an easily unplayable character with this. Here's how: Use your oneshot flame javelin, and a different secondary than 'grenade'. Now you can't use at-wills. At all. Fail. Secondly, classes are simple. It shouldn't require a PHD to understand how the class works. Your class made my eyes squint as I tried to figure out how to make it useful. The spirit of 4e is number of options available, but a simple elegant presentation. This isn't a real time strategy game with tech-trees and prerequisites requiring other prerequisites etc. For example, using your design philosophy you could have a level 15 daily requiring a particular level 1 daily to be learned. Before you go 'ah, that's a good idea' remember you have to switch out one of your powers to get the level 15 ability. Then if you have a level 19 that requires a level 5 or 9, you've locked that one out. You shouldn't need a roadmap to negotiate your class. I disagree with the above that Technology is inappropriate as a power source. In fact, I rather like the concept of it (which is why I've always liked the artificer). D&D and steampunk are not bad fits in my opinion. But then again, that's opinion. Until you have a lot more RP experience under your belt, you really shouldn't be examining game design. (There are tons people who spend years gaming who don't have a clue how to design a decent class and balance it properly. Sometimes they even get paid to do it: the Complete _______ Handbooks comes to mind. Kits were terribly unbalanced towards each other.) [/QUOTE]
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