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[DnD 4E Discussion] This thread is dead.
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I took a look at the contents of the save files in a text editor, and they're just XML - so in theory someone could write their own application to work with the files...
I didn't look too deeply though - but it looked like they don't actually name the powers/skill you have though - it's just like POWER847727384 or something like that. So maybe it's of limited use...
edit: It does maintain your character state at every level though - so the "View at Level" functionality is completely contained in that save file, which I thought was interesting...
Actually I think Earth and Water are pretty sweet.
You can name your character "Mudd".
Woe betide dungeons with white carpets!
I like the shockwave power, especially with that feat that adds damage to it. Right now I'm the party Wizard, so being able to add that little extra control back in would help bridge the gap a bit.
Of course, my wife's Warlock killed almost a dozen minions in a single turn last night, so maybe we don't need a true Controller after all.
GT: batshido Hit me up on ME3.
In that case, the house rule I would suggest is a multiclass feat that grants Warlock Curse 1/day with a trained skill. It's still not terribly great for that, but it would keep it in line with the other feats and it's most likely the exact same form it'll appear in Arcane Power.
GT: batshido Hit me up on ME3.
I thought he was talking about Paragon Multiclass here.
This does go to show that, despite how useful and awesome multiclassing can be, it does seem like it was just sort of added on top of the already existing system without working out many of the finer points.
Same with Ranger and their class feats, hunters quarry etc. Makes perfect sense.
GT: batshido Hit me up on ME3.
Pretty much these are the reasons that I see for subscribing:
For DM's:
Adventures
Compendium
For Players:
Compendium
Character Builder.
The builder and Compendium might not be worth it to you. Especially if you own all the books and have to be "right up to date"(since the books will get into your hands before the compendium and builder are updated.
But the adventures are pretty essential for a DM with little time.
Thanks in advance.
GT: batshido Hit me up on ME3.
GT: batshido Hit me up on ME3.
Someone already answered with the page number but just for everyone's benefit, you get a magic item of one level higher than the level you start at, one of equal level, one of one level lower, and gold equivalent to an item of one level lower (if you're are starting at a level higher than 1).
I think I'll get a subscription and share it with my group, which seems to make sense right now since Game Table isn't operational.
Also, I saw in Gabe's post the other day about an online dice rolling ap. I've used a couple different things, but it seemed like they were using one that was shared amongst computers. That would be neat to see everyone's dice rolls, do you guys know of any good ones that do that?
Also,
MCing into another classes PP that has need to use the classes abilities and feats is the point I was trying to make. They allow you to PP into your MC, but there are going to be some that are decidedly better for the primary class. It also depends on the class.
Don't have my books so this is all from memory and I may be wrong...
MC Wizard gives you an implement you can use, but you can't gain any of their encounter use powers, like Staff of Defense or Wand of Accuracy. So a Swordmage who MCs Wizard and takes WotST gains the ability to use his sword as an implement for other known Wizard spells, but doesn't gain the benefit of being able to use it like it's an implement mastery feat like a primary wizard would.
Am I totally off base here with this..?
They haven't really shown any indication that this wasn't their intention, unfortunately. There are now feats that flesh out those types of class abilities for the Martial classes, but only if you're doing Paragon Multiclassing.
GT: batshido Hit me up on ME3.
Imagine how game breaking a Bard could be. If I had one, he'd fill his Heroic feats with MC, whatever classes he could manage.
No that's exactly the way I see it too - just because the base rules say that you can take a PP from your MC it doesn't mean that it is the best choice or that there shouldn't be exceptions.
My wizard has taken the cleric MC feat, and in theory I could take any cleric PP, but most of them are mechanically (and thematically) bad choices.
A fighter however taking the same cleric MC feat could quite easily take more of the cleric PP.
It's not as game breaking as you think. Try building one and you quickly find out that the stats matter a lot and that the MC feats are actually fairly balanced. Sure, they're better than normal feats because they tack on that extra skill for free, but it's hardly game breaking (and often you double up on redundant skills).
After seeing a 10th level bard in combat with mostly MC feats, I didn't think it was any better than an equal level artificer, shaman, cleric, or warlord.
The ability to take on multiple MC feats do allow a bard to more easily take up a different role, but doing that is already fairly easy with any class.
www.familiar-ground.com
Epic Fantasy Comedy. Familiar Point of View.
Divine Oracle is actually fairly nice for wizards. It's not better than Blood Mage for pure damage, but it sure is nice.
www.familiar-ground.com
Epic Fantasy Comedy. Familiar Point of View.
And yes, the stats present a bit of a problem in the actual scenario.
However, I'd punch a DM who didn't allow it in the cock.
That's just it. It's nice for a single turn. But since most combats last 5 rounds, what are they doing for those other 4 rounds?
Likewise, 10.5 average damage for the cost of two feats? Take weapon proficiency (random big weapon) and weapon focus and you can do more than 10.5 average damage over the course of combat (especially since you're not limited by needing to spend a minor action to quarry and using a limited set of weapons to sneak attack with).
As feats go, they're balanced with other feats in terms of how much power they actually provide during combat. The real bonus is finding synergies and options not available to the main class.
I'm not saying that MC feats aren't nice, but being able to take multiples of them isn't as game breaking as it first appears.
www.familiar-ground.com
Epic Fantasy Comedy. Familiar Point of View.
However, the RAW is....
I think you're missing my point. I'm saying that if they didn't put restrictions on the MCs you could end up with some ridiculous situations where you have players breaking the game by gaining full use of all of the feats and from the MC. And that is just silly, you're supposed to be a novice of that class, not a full fledged member of it.
GT: batshido Hit me up on ME3.
PSN ID - Mostlyjoe Steam ID - dungeondweller
I was thinking that Dilettante would be awesome for a more MC feel, and that a Warlord's shift ally/enemy powers along with Warlock teleports for battle placement, and a couple of ranged powers would just be nifty in combat, and I liked the concept I worked up for the character, so I ran with it.
Thanatos if this is your work, I shall consume your soul.
FROM THE INSIDE.
That's exactly the PP I was going to take (barring Arcane Power putting something new in the mix).
All of the basic Wizard PP didn't really float my boat or fit my character, but a guy who constantly sees a few seconds into the future and can fortell the coming of a critical hit is cool.
It's awesome because it doesn't specify warlock powers.
GT: batshido Hit me up on ME3.
It was the best of editions, it was the blorst of editions.
EDIT: Oh hell no sorry guys that was a bad TotP I'm still very new to topping pages.