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<blockquote data-quote="MerricB" data-source="post: 2545693" data-attributes="member: 3586"><p>I'm <em>so</em> looking forward to Mike Mearls answers. (What did he get wrong? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" />)</p><p></p><p></p><p></p><p>I've seen a lot of that on the Wizards thread recently. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Here are my comments on the Ruby Golem.</p><p></p><p>* For the cost of the figure (and its other stats), the +4 attack bonus is too low; it won't damage most other figures. The Level vs. HP seems off as well.</p><p></p><p>* Sonic Weakness requires a memory of what type of damage is done, something that DDM tries to avoid. It would be better to place the Double Damage from Sonic Damage ability, which already exists in other forms.</p><p></p><p>* Magic Immunity is superfluous; it doesn't properly reflect the D&D RPG, and Spell Resistance All is more standard for existing DDM golems.</p><p></p><p>* Warband Building has traditionally been part of a commander effect. Changing figure stats based on warband alignment has been done, but it is troublesome to remember. This is doubly so with point costs. It is easier to just let it stay in one faction, and have commanders bring in constructs with their own warband building effects.</p><p></p><p>* CG is the wrong alignment for such a figure: high AC, slow speed and low damage figures are more traditionally Lawful. (Although Clay Golem is an exception)</p><p></p><p>For the other questions:</p><p><strong>1a - Most powerful class</strong></p><p></p><p>The most powerful class in the Player's Handbook is the sorcerer. They have incredible access to a range of devastating spells, and any holes in their spell selection can be plugged by the application of metamagic. For the ability to destroy large numbers of enemies at once, or one at at a time, the sorcerer comes out on top.</p><p></p><p><strong>1b - Least powerful race</strong></p><p></p><p>The Half-Elf has this inenviable status. This is due to none of its bonuses being related to the core "power" of D&D: combat. Instead, it has bonuses for the social side of D&D, which is extremely DM dependent in application.</p><p></p><p><strong>2 - Longstrider power</strong></p><p></p><p>The longstrider spell, although interesting, is not as obvious for dealing with enemies as sleep, colour spray or magic missile. It also does not directly preserve the lives of you and your companions, such as cure light wounds or shield of faith. It does, however, give the ability of increased mobility. This is of variable benefit. In dungeon corridors, it is likely to be of little use.</p><p></p><p>In the wilderness, it gains greatly in effectiveness, as manuevering and the evasion of enemies become more important. </p><p></p><p>As its duration is so important, this is a spell that is dependent on the level of the PCs. It is a weak 1st level spell for a 1st level character; it is an excellent 1st level spell for a 8th level character.</p><p></p><p><strong>3 - Swift Action</strong></p><p></p><p>The reasons for adding Swift Actions are many. To summarise:</p><p>* It exploits the design space originally created by Quicken Spell</p><p></p><p>* It allows spells to be created that have a short duration and to get around the problems caused by True Strike - 1 round durations are meant to expire *before* your next turn, which made True Strike problematic in its original form.</p><p></p><p>* Swift actions make spells cast on yourself more interesting. A 2 round spell cast on another will last for 2 of their actions, but for only one of yours. Thus, swift actions improve the usability of personal spells.</p><p></p><p>The main problem with the Swift Action is that it can complicate the round with too many actions being allowable during it. It also adds a level of complexity to the terminology that some players may not enjoy.</p><p></p><p><strong>4a - Arcane Defiance</strong></p><p>* Feats should have an odd ability requirement; this is mainly to keep the ability scores useful at all values, rather than just the ones for bonuses.</p><p>* Needing both Spell Focus and the ability to cast spells of that school is redundant - Spell Focus assumes the latter</p><p>* The feat is weak; indeed, there is already a stronger feat that has the same effect.</p><p></p><p><strong>4b - Burning Barrier of Breath</strong></p><p>* There is no link between the fire effect and the type of breath weapon; surely this ability should only be used by fire-breathing creatures?</p><p>* A feat that gives a spell castable by a 9th level wizard should have requirements commesurate with that. (A Cha 15 pre-requisite would be useful).</p><p>* The ability description should have different wording, e.g. "Expend a use of your breath weapon to create a wall of fire, as the spell."</p><p>* The caster level of the spell should be made explicit (your character level?)</p><p>* I'd suggest a character level/Hit dice requirement, or a strength of breath weapon.</p><p></p><p><strong>6 - Ability rewriting</strong></p><p>I like Staffan's answer.</p><p></p><p><strong>7 - Other game mechanic</strong></p><p>In Magic: the Gathering, being able to only play one land per turn. It allows the game to build up to more powerful effects, rather than having them all available at the start of a duel and slowly depleting them. This allows a greater variety of effect to see play in the game than otherwise.</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 2545693, member: 3586"] I'm [i]so[/i] looking forward to Mike Mearls answers. (What did he get wrong? ;)) I've seen a lot of that on the Wizards thread recently. :) Here are my comments on the Ruby Golem. * For the cost of the figure (and its other stats), the +4 attack bonus is too low; it won't damage most other figures. The Level vs. HP seems off as well. * Sonic Weakness requires a memory of what type of damage is done, something that DDM tries to avoid. It would be better to place the Double Damage from Sonic Damage ability, which already exists in other forms. * Magic Immunity is superfluous; it doesn't properly reflect the D&D RPG, and Spell Resistance All is more standard for existing DDM golems. * Warband Building has traditionally been part of a commander effect. Changing figure stats based on warband alignment has been done, but it is troublesome to remember. This is doubly so with point costs. It is easier to just let it stay in one faction, and have commanders bring in constructs with their own warband building effects. * CG is the wrong alignment for such a figure: high AC, slow speed and low damage figures are more traditionally Lawful. (Although Clay Golem is an exception) For the other questions: [b]1a - Most powerful class[/b] The most powerful class in the Player's Handbook is the sorcerer. They have incredible access to a range of devastating spells, and any holes in their spell selection can be plugged by the application of metamagic. For the ability to destroy large numbers of enemies at once, or one at at a time, the sorcerer comes out on top. [b]1b - Least powerful race[/b] The Half-Elf has this inenviable status. This is due to none of its bonuses being related to the core "power" of D&D: combat. Instead, it has bonuses for the social side of D&D, which is extremely DM dependent in application. [b]2 - Longstrider power[/b] The longstrider spell, although interesting, is not as obvious for dealing with enemies as sleep, colour spray or magic missile. It also does not directly preserve the lives of you and your companions, such as cure light wounds or shield of faith. It does, however, give the ability of increased mobility. This is of variable benefit. In dungeon corridors, it is likely to be of little use. In the wilderness, it gains greatly in effectiveness, as manuevering and the evasion of enemies become more important. As its duration is so important, this is a spell that is dependent on the level of the PCs. It is a weak 1st level spell for a 1st level character; it is an excellent 1st level spell for a 8th level character. [b]3 - Swift Action[/b] The reasons for adding Swift Actions are many. To summarise: * It exploits the design space originally created by Quicken Spell * It allows spells to be created that have a short duration and to get around the problems caused by True Strike - 1 round durations are meant to expire *before* your next turn, which made True Strike problematic in its original form. * Swift actions make spells cast on yourself more interesting. A 2 round spell cast on another will last for 2 of their actions, but for only one of yours. Thus, swift actions improve the usability of personal spells. The main problem with the Swift Action is that it can complicate the round with too many actions being allowable during it. It also adds a level of complexity to the terminology that some players may not enjoy. [b]4a - Arcane Defiance[/b] * Feats should have an odd ability requirement; this is mainly to keep the ability scores useful at all values, rather than just the ones for bonuses. * Needing both Spell Focus and the ability to cast spells of that school is redundant - Spell Focus assumes the latter * The feat is weak; indeed, there is already a stronger feat that has the same effect. [b]4b - Burning Barrier of Breath[/b] * There is no link between the fire effect and the type of breath weapon; surely this ability should only be used by fire-breathing creatures? * A feat that gives a spell castable by a 9th level wizard should have requirements commesurate with that. (A Cha 15 pre-requisite would be useful). * The ability description should have different wording, e.g. "Expend a use of your breath weapon to create a wall of fire, as the spell." * The caster level of the spell should be made explicit (your character level?) * I'd suggest a character level/Hit dice requirement, or a strength of breath weapon. [b]6 - Ability rewriting[/b] I like Staffan's answer. [b]7 - Other game mechanic[/b] In Magic: the Gathering, being able to only play one land per turn. It allows the game to build up to more powerful effects, rather than having them all available at the start of a duel and slowly depleting them. This allows a greater variety of effect to see play in the game than otherwise. Cheers! [/QUOTE]
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