Saturday, July 30, 2011

Warlock Updates (revised)

The playtest for the Warlock class updates has ended, and what seems to be the ultimate revision for the class has been released. Not much has changed from the previous document, but they did succeed in implementing the most demanded fix: Star Pact warlocks can (finally!) have their choice of Charisma or Constitution for their fixed at-will, Dire Radiance. This had been a long standing problem for a build that allegedly allowed focusing on either ability modifier, and goes a long way towards improving the playability of the Star Pact. Aside from that, a few daily powers have received additional rewordings, usually to boost their power (notably, Hunger of Hadar has basically recovered its pre-errata status), and the at-wills Hellish Rebuke and Dire Radiance have been rewritten so as to trigger only once per round, which seems only fair and prevents a few egregious loopholes.

If you have ever been curious about playing a warlock, the class is in better shape than ever, and well worth a shot. It’s still a striker with relatively low damage output (meaning that it’s not uncommon for non-strikers to hit harder than you), but on the other hand it offers very respectable control and many, many tricks. It’s also one of the most supported classes in the game, with tons of options for powers and feats, and even a good deal of class-specific magic items, offering a potential build variety that is only matched by fighters and wizards, if at all. And, most importantly, it’s quite fun to play.

By the way, for those lacking a Player’s Handbook or a DDI subscription, the class is now available for free on wizards website.

Friday, July 29, 2011

Broken Bits: Infernal Strategist

Broken Paragon Paths, Part Eight
Previous - Index - Next

We have talked before about how the standard for an awesome damage-boosting paragon path consists in having a feature to add an ability modifier to a character’s damage rolls. I tend to consider these paths overpowered, particularly when no particular condition is required to benefit from the extra damage, yet (barely!) not broken.That said, it doesn’t take much to push them into the realm of unfairness - and doubling this damage bonus certainly qualifies.

At first glance, Infernal Pincer (the 11th level feature of warlord paragon path Infernal Strategist) seems almost innocent: it’s a damage boost that only comes up when you are flanking an enemy. However, its true power soon becomes apparent, since this significant bonus can apply to both the warlord and his flanking buddy. It’s not unusual for this feature to contribute for 10 or more extra damage per turn, even at lower paragon levels - and that is before accounting for the impact of action points, multiattacks, and similar effects, as well as the rare occasion where the warlord manages to flank multiple enemies.

Read More......

Thursday, July 28, 2011

The Magic Item Reset (XVIII): Adjusting Damage

One conscious decision that I made while designing my magic item collection was to avoid items that granted flat bonuses, like the extra damage from the infamous Iron Armbands of Power. I believe that the result is a more varied and satisfying treasure system, but it does mean that characters end up dealing less damage than if they used the original rules. For this reason, and unless your group is interested in slightly longer combat encounters, I recommend to use the following house rule.

Optional rule: Damage adjustment

All player characters gain a bonus to damage rolls of melee and ranged attacks depending on their level, according to the following table:

PC Level - Damage bonus
1-5     - +1
6-10   - +2
11-15 - +3
16-20 - +4
21-25 - +5
26-30 - +6

Read More......

Wednesday, July 27, 2011

The Magic Item Reset: Compilation

After months of work, my epic rework of the 4E magic item system is, if not complete, at least ready for release. In the link below you will find the compiled .pdf file with the latest version of this item collection. Alternate treasure generation rules are not included, but can be found here.

Magic Item Reset-v1.13.pdf

For insight on the design process and discussion of specific items, I recommend checking out previous articles on this blog.

Tuesday, July 26, 2011

Bladesinger preview

The upcoming Neverwinter Campaign Setting supplement is including a brand new character class: the Bladesinger, the first level of which was previewed last week. In previous editions, Bladesingers had warriors of elven origin that mixed martial techniques and the arcane arts, usually fighting in light armor and channeling deadly spells through their swords. This comes off as a bit of a deja vu, since only a couple of years ago, we were introduced to a 4E sword-wielding fighter-wizard hybrid in the swordmage class, included in the Forgotten Realms Campaign Setting  (with the fact that Neverwinter is located in the Realms only contributing to the redundancy). Then again, whereas the swordmage performed the defender role, Bladesingers are labeled as controllers. More specifically, they are melee controllers with defender-like AC, and an extra damage mechanic not unlike that of an striker. Oh, and they actually count as a Wizard subclass. Confused yet? This is only the beginning.

Read More......

Saturday, July 16, 2011

Class Compendium: Arcanist Wizard

The Class Compendium series comes to an end with what is likely the most complex class update yet: the Player’s Handbook Wizard, now known as Arcanist. Ever since I read Heroes of the Fallen Kingdoms, I had been awaiting this revision, to finish the changes started there: give miss effects to wizard encounter powers, and add school keywords to all spells. The article addresses this, but also tackles the issue of attacks with persistent, damaging zones, severely weakening many wizard spells that, to be honest, were likely deserving their fate.

Read More......