| Post/Author/DateTime | Post |
|---|---|
| #1stargazer_dragonJul 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 two essnetials structure
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 basicaly using the essentials build structure except allowing more custumisation.
Also for class build options
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. |
| #2ToeSamaJul 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. |