Class builds/ paragon powers

Post/Author/DateTimePost
#1

stargazer_dragon

Jul 18, 2011 19:12:39

Ok so I am at a cross roads, I am tring to decide how to finish my new classes out.

Option one is to go with the original structure
         Key points of original structure.



  • The class powers go to lvl 29

  • Paragon paths only list the free powers they grant

  • Class builds have a LOT more freedom in power selection and customisation though often times only a few of those powers are often taken.


Option two essnetials structure



  • Class powers only lvl to lvl 10

  • Paragon Paths give powers from lvl 11-20

  • Epic Path deatails powers from LVL 21-30

  • Every lvl 1-30 grants a power of bonus of some kind

  • NO customisation of powers past selecting build, and even those are limited.


So I was kinda thinking using some of both options. I Kinda like paragon paths handling the powers past the heroic teir. Makes paragon paths kinda a elite class. I also like the freedom and build structer of the original D&D. It nudges you to select particular powers but you are always free to select powers that arn't optimal simply becouse you like them or to add flavor or whatever. I also like gaining a power of some sort every level. wether that be a class feature or a utility power encounter power, daily power.

so was thinking of using this



  • Class details powers to lvl 10

  • Paragon path details powers from lvl 1-20

  • Epic path detailed powers from LvL 21-30

  • You gain a power or feature from your class/path every lvl

  • you can select a power from your heroic class/ paragon path/ theme at each lvl but only gain the feature/power from 1 of them

  • You select a build for your heroic path but you can select any heroic clas spower bot just the build specific ones


So basicaly using the essentials build structure except allowing more custumisation.

question is though realy what other people prefer.

So what do you guys like more



  • Heroic class powers going from lvl 1-10 or lvl 1-29

  • Paragon path having powers that may be taken or just having the free powers/feature.

  • Builds granting you a power or being able to select from a list of powers that often times lean heavily to be better with some build

  • Class features being toss in to fill the lvls that gain nothing or the original lvl structure


Also for class build options



  • do you like having the first lvl powers mostly given to you to detail the build out or getting a list of powers

  • Rather have powers themed heavily to fit the possible builds or just a selection of class none build specific themed powers

  • themes that use difent primary stats and have a difrent feal while sticking to the overall class theme or builds that are only extreamly mildly difrent then the class theme.


Basicaly what I want to know if what everyone like / dislikes and what people would like to see most when they look over a new class.

Also for class feats would you prefer feats that were class specific or build specific or a mix. Do you like feats that are race and class specific or prefer just class specific. basicaly what kind of class feats do you enjoy.

#2

ToeSama

Jul 19, 2011 8:17:35
Uhm, since when does Essentials force a Paragon Path to select your Paragon powers for you? I own all three of the current books that provide classes essential style and have not seen any of them do this outside of the Paragon Path powers themselves. Do you mean how the Essentials books provide a sample Paragon Path as part of the class writeup now? You can still change that y'know...

Setting that aside, I like how the Essentials line writes their details up now. Especially features for a class. It's nice to have class features get stronger as you level to remove feat tax you would otherwise need to correct design flaws with certain classes. I don't like, however, that not every class gets a classic sort of selection of encounter and daily attack powers. It's fine if you have to select them from a smaller pool tied to class features, but you should at least have three options to choose from, not one that you have to be saddled with even if it's garbage.

I love when a class trys a build that while functionally is the same, performs its duties in a vastly different way than it did before. Brawler Fighter is a good example. Instead of your typical beater Fighter that used Weapons to cut and smask foes, it pins them to the ground in a grappling contest while still having much of the old fighter functionality and flavor. The Essentials class writeup style makes it easier to do things like this too, as you can simply tell a class what features it does and does not get instead of saying what features a newer feature replaces.

I like when feats add something to the class. I hate when feats try to fix an error in class design (ie: the Expertise lineup). A feat, class specific or otherwise, should always provide you with new options, not fix math.