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| #1flarebrightAug 02, 2009 23:12:06 | 4th eddiition of DND have done wonderfull job of crating fun interesting and balanced combat system. It had ensured that each of the characters would be able to contoribute on battlefield by fulfeeling his role in a unique way. It also ensured that each of the roles, wile being capable in helping party with their area of experties, will not make other character roles and party members irrelevant. This well crafted and balanced rule systems came with a price of not functioning as well in solo and small party (2 at most 3) adventures. Defender call features become meaningless when there are no allys to defend, leaders ally enchacements do not functions when there are no allys to enchance, strikes and controlls fall down like paper tiger without protection and healing available to them. As a result the few DMs who dare to run small party adventues are forth to either adjast game mechanics to do as little of combat as possible and rely on skill challanges, or insert into campaings DM PCs. Unfortenatly, in my opinion neither of those options capture the feal of really heroic campaings. Proposal: To come up as a community with a way to modify existing character types to in order to allow them to perform better in solo or small party campaing, wile remaining true to the character concept. This will necessary result in tougher, more verticile and over all more power characters then normal games. As a result of my initial brainstorming I would like to suggest the following new class features examples for community review: Defenders: Fighter Unstopable Warior: Add you STR score in addition to your CON score when determening total HP. Legendary Fencer: You combat challange interrapt attack also triggers when enemies marked by you target you with their attacks. Swordmage Blade Barrier: Add your INT score in addition to your CON score when determening total HP. Aegis Avatar: Your swordmage aegis also triggers when enemies marked by your aegies power target you with their attacks. Strikers: Rogue: Legendary agility: Add your DEX score in addition to your CON score when determening total HP. Quick Killer: Once per round as a free action you may attempt to succeed on acrobatics oposed by your enemies perception check in order to gain combat adventage against that enemy until the end of your next turn Dead Eye: Change the type of your sneak attack dice to 1d12s. Warlock: Pact Barrier: Add your INT score in addition to your CON score when determening total HP. Immidiate Pact Boon: In addition to recieving your pact boon when the cursed target dices you also recieve them as soon as you place a curse on an enemy. Devastating Curce: Change the type of the extra damage dice you recieve from your curce to 1d12s. Leaders: Warlord: Leader's Valor: Add your STR score in addition to your CON score when determening total HP. Army of One: You may choose to target yourself with powers that effect your allys. You can count yourself as your own ally for the purpuses of recieving benefits from your powers/class features/paragon path features/epic destiny/and feats. Flow with battle: When you powers grant you an attack, you may make another basic attack as a free action. Clearic: Resolute Faith: Add your WIS score in addition to your CON score when determening total HP. Heavenly Guidance: You may choose to target yourself with powers that effect your allys. You can count yourself as your own ally for the purpuses of recieving benefits from your powers/class features/paragon path features/epic destiny/and feats. Holy Spirit: You may use your channel divinity powers at will Controlers: Wizard: Arcane Barrier: Add your INT score in addition to your CON score when determening total HP. Impliment Control: Your may use your impliment mastery abilities at will. All reviews, comments and suggestions are welcomed. |