Class design, powers per level minimum (non-essentials.)

Post/Author/DateTimePost
#1

vyse

Feb 09, 2012 16:13:02
I've been goofing around making a class for a while now (a gadgeteer controller), and am curious what you think the minimum powers per level for a class should be to feel like you have some real variety and options.   I'm thinking of staying with 6 at wills and 4 per other power level (78 powers total) of which I have 40 powers done at the moment.   The build options are grenadier (primarily area damage and mines), alchemist (buff/debuff), and inventor (lots of weird gadgets tied to a theme of movement control.) The powers have variety but there are a few general themes of bomblets, mines, and steampunky projectiles.

Do you think that total is enough for a serious "4e PHB core class" feel?  If you prefer more or less please explain below.
#2

rampant

Feb 09, 2012 16:50:28
I think that's plenty for a release. That's about what the classes in the phbs get.
#3

mhbjarkistef

Feb 09, 2012 17:25:45
I think that's plenty for a release. That's about what the classes in the phbs get.

+1
#4

mattador666

Feb 09, 2012 21:01:51
some of the powers could just be upgrades of lower level powers.  not exciting, i know.  but the ranger has a twin-strike type power at nearly every level.  the warlord has numerous 'i hit, you hit' powers.  add effects, push further, burst bigger.

also, the class sounds cool.  not sure why wizards hasn't taken all the Alchemist support they have and made a grenadier class.

and a name for a feature or power:  Those Wonderful Toys.  there ya go.