| Post/Author/DateTime | Post |
|---|---|
| #1Damon_TorSep 11, 2009 18:38:04 | I'm looking for some help with balance, so suggestions on numbers for damage/effects would be great, especially with the major class features, ie traps and rapid action. Traps are a unique type of control used to hinder enemy movement. Rapid Action is an ability that gives scouts the ability to replace their standard action with several minor actions (most of their at-wills are minor actions) which helps them to get out traps more quickly, and to make up for a lack of at-will AoE attacks. There's no precedent for features like this, so naturally there's alot to consider. SCOUT You can have a limited number of traps in play at once: 12 minor action traps and 4 standard action traps. However, traps last indefinitely until they are removed by you while you are adjacent with a minor action. If you remove a daily trap power, it is not expended, but cannot be replaced until you take a short rest. If you take an extended rest, you may remove any traps still outstanding, as it is assumed that during this time you can recreate any traps you were unable to recover. Traps cannot be placed in a square that already contains a trap. If the existing trap is yours, you may remove it as a free action when you place a trap in that square, or you may choose to not include the already trapped square in the new trap's area. Some powers and effects allow you to move traps. In this case, you must move them to a space legal to place that trap. When a trap has been expended, it becomes disabled, and must be removed or reset. Resetting a trap is also a minor action or a standard action, depending on which action that trap requires to set. You cannot reset traps created by daily or encounter powers. Your choice of tactics determines how well you can trap and shoot. Chose one of the following tactics, either Trap Mastery or Strafe: CLASS POWERS
Heroic Level 3 Encounter Powers Bear Trap Scout Encounter 3 Barrage Scout Encounter 3 Razorwire Scout Encounter 3 Disarming Shot Scout Encounter 3 Level 5 Daily Powers Focus Fire Scout Daily 5 Triggered Collapse Scout Daily 5 Concealed Pitfall Scout Daily 5 Twin Tether Scout Daily 5
Level 6 Utility Powers Trigger Trap Scout Utility 6
Hunter's Blind Scout Utility 6 Power Slide Scout Utility 6 |
| #2Tony_VargasSep 11, 2009 20:17:50 | You have a good start. I don't normally like the idea of a martial class using unique equipment to justify it's powers, but you've hit on an interesting way of doing it with the trap keyword. I particularly like the way they can 'move' a trap. ("ha! you thought my trap was there, actually, you just walked into it!") |
| #3generalhenrySep 11, 2009 20:42:58 | how do non magical objects target only enemies? |
| #4Tony_VargasSep 11, 2009 23:27:48 | Presumably the scout keeps his allies aprised of how to avoid his traps. |
| #5Damon_TorSep 12, 2009 0:27:00 |
Actually, I had intended to make traps trigger when any creature entered the space, not enemys specifically. For one thing, this mirrors the problem some other controllers have with friendly fire, and yes, it also makes sense as well, as they are simply physical objects. The "Wait for it" utility power does help to alleviate this issue, at least in dire situations, but mostly a trap master will leave 1 space between his traps for his allies to manuver through, yet by using his ability to move the traps, still snare enemies. A strafing scout wouldn't have the same ability to move the traps, but would also probably have fewer traps around. Making the change now. |
| #6RCanineSep 13, 2009 3:41:01 | I really like this idea. I think it's an excellent way to do a martial controller. I don't get why you would go with Crossbows. They are not rapid-fire weapons. In D&D they are load-minor and in real life they're load standard at the least—some even require winches. I've seen comparisons that show bowmen getting 3 - 4 arrows off in the time it takes a crossbowman to load. I would suggest you require short bows, not crossbows. I would recommend the Zone and Wall keywords. For example, caltrops could be reworded to: Caltrops Scout At-Will 1 Also, half damage as a minor action is too powerful—it means you can do 1.5x the damage of another character. I'd suggest you make the trap powers minor actions and the bow powers standard. In general, I think your power ideas are pretty good and your structure is great, but execution seems really odd. I would look to simplify them a bit. For example, it could be as easy as:
Also, I like this as an at-will Cover Fire Scout At-Will 1 |
| #7Damon_TorSep 13, 2009 11:49:02 |
A few reasons. For one, I want to limit the damage they can deal, and crossbows don't go as high as bows (and I don't want people to feel they only have one option, ie: short bows, but no other kind) and the load minor issue is actually appealing to me. Remember that these guys have alot of minor actions to burn. Most dedicated strafers will go for the repeating crossbow early on, then switch to the superior crossbow with the speed loader feat later. Trappers will probably go with a hand crossbow (to keep a free hand open) or a basic crossbow with the Crossbow Mods feat to make it one handed. Also, half damage as a minor action is too powerful—it means you can do 1.5x the damage of another character. I'd suggest you make the trap powers minor actions and the bow powers standard. Keep in mind, he's a controller, so hitting several enemies per turn for smaller amounts of damage is his bag. He COULD target a given enemy twice, but he'd take a -5 penalty to each attack after the first, which is signifigant. Some math, and comparisons. A Razorclaw Shifter Strafing Scout's Cover Fire vs an Eladrin War Wizard's Scorching Burst Assume the scout is 18 (20) dex and 14 (16) wis, while the wizard is 18 (20) Intel. The scout COULD go more wis, less dex to get more attacks, but his damage and attack would fall off signifigantly. Scout is using a repeating crossbow (1d8) Enemies Attacked: Advantage Scout Scout can attack 5 enemies, assuming he takes no move action and uses rapid action to turn his standard into 3 minors. The Wizard could theoretically hut as many as 9 enemies, but they'd have to be bunched together, and that doesn't happen often. Attack: Advantage Scout Scout gets +2 for the crossbow's proficiency bonus. This is sometimes negated by ranged attacks generally being easier to have cover against than area bursts. Damage: Advanatage Wizard Wizard does 1d6+5 damage to each enemy, on average 8.5 damage. Scout does 1d8+5/2, so on average 4.75 damage per target. In other words, a major sacrifice in damage for increased accuracy, and to hit more guys. EDIT: Probably a better comparison is to a power like the invoker's Hand of Radience, which hits 3 enemies without them being bunched. It deals 1d4+5 damage, so on average 7.5 per target versus the scout's 4.75. 4.75 * 5 = 23.75 while 7.5 * 3 = 22.5. Very close, overall, with the scout getting 1.25 more dpr than the Invoker by sacrificing his move action. If he does want to move on any given turn he'll wind up well below the Invoker. |
| #8kirjotusviheSep 13, 2009 14:01:58 | If they class is planned around using minor actions to load the crossbow, then wont the magical crossbow from Adventurers vaul that can be loaded as a free action be too good compared to other options? The same reason you didn't want them to use bows? Allowing even shortbows too would be would be very flavorfull. That and I detest anything that encourages the abomation that is the repeating crossbow. I would still play this class in an instant if I could. |
| #9Damon_TorSep 13, 2009 21:20:09 |
Planned around? No. Taken into account? Yes. To get around the load time issue you must either: use a hand crossbow or a repeating crossbow, use a crossbow with the swift shot enchantment, or take the speed loader feat. You could also just deal with the reload minor. All good options. |
| #10slivernyfalseeyeSep 14, 2009 10:30:25 | By and large I am vehemently opposed to Traps as a martial controller skill. But I think using the Trap Kit as an implement is quite brilliant and should let you get away with it, so long as the powers imply simple traps all the way up until Paragon. However, the problem I have is with the term "destroyed" in the trap power Effect line. Destroyed implies there's nothing salvagable following the traps triggering. As such, you won't be able to scavenge it for spare parts, meaning that either the bag eventually runs out of parts or its a bag of holding, neither of which leads to believability. So, here is my suggestion, which should be pretty easy to implement since you're fairly early on. Tripwire Scout At-Will 1 This resolves my issues. 1) The trap is no longer destroyed, so you can salvage parts for your trap kit resolving the issue of 'running out over time'. 2) It more accurately resembles the events: You place a trap, someone moves through the trap, they trip, and the trap is disabled. Unless you want to create a permanent Zone 1 trip trap, this is the best solution. 3) I'm guessing you meant 1 square within a close blast 1. I have trouble seeing all 9 squares being trapped at Heroic. 4) The movement methods you mention (Walk, Run, Charge, Shift) are essentially all the normal movements that would bring you through the square. However, I don't see why Forced movement shouldn't trigger the effect. If you push someone against the stairs, they'll fall over. Also, from a balance perspective, I don't think allow forced movement to trigger your traps would be overpowered. |
| #11Damon_TorSep 14, 2009 12:52:14 |
I like it. I'll make that change. 3) I'm guessing you meant 1 square within a close blast 1. I have trouble seeing all 9 squares being trapped at Heroic. The intnetion was to only trap one square, and I had thought that was accomplished by that wording, since blasts are not measured in disnatnce from an origin, but rather, by the length of its sides. I think I'm right. The compendium backs me up here: A blast fills an area adjacent to you that is a specified number of squares on a side. 4) The movement methods you mention (Walk, Run, Charge, Shift) are essentially all the normal movements that would bring you through the square. However, I don't see why Forced movement shouldn't trigger the effect. If you push someone against the stairs, they'll fall over. Also, from a balance perspective, I don't think allow forced movement to trigger your traps would be overpowered. Makes sense to me: in fact, one concept in my head was a strafer who dabbles using readied grazing strikes to knock a moving enemy into a trap, so I did intend for this to work. I'll change that wording as well. |
| #12Johnathan_VagabondSep 14, 2009 13:34:08 | The intnetion was to only trap one square, and I had thought that was accomplished by that wording, since blasts are not measured in disnatnce from an origin, but rather, by the length of its sides. I see, my mistake. I'm not used to seek Close Blasts of less than 2, so I skimmed right over the word Blast assuming it meant Burst. In retrospect, WotC probably should have chosen words that didn't both begin with B. Maybe Blast and Spread. |
| #13lehmundSep 14, 2009 18:22:31 | Personaly i view forced movement in a situation with traps or other things ( a well, a hole, stairs etc ) that if you can do it to them, they can do it to you. If the monsters in the encounter make you forcefully move into the trapped square, the trap should go off on the PC if you have it do the same thing to a monster you forcefully move into a trap. The ability to warn allies of where traps are, should not come into effect if your forcefully moved into the square which is trapped. Though of course this comes down to rules as per DM. However, there are some other problems with forced movement. What if a PC makes the monster move 4 squares total, I move the monster threw 3 traps. Do they all proc ? I hate forced movement for that, because then it just becomes cheese. Especialy since the scouts traps can "jump" one square. |
| #14QubeSep 15, 2009 6:15:21 | OK, lets see... > Scout/Traps not a terribly orriginal idea, but hey, orginallity isn't really important. > Rapid action Seems like multiclass heaven? IIRC there is a wizard daily that allows you to cast magic missle as minor action, or sustaining powers, ... KOBOLDS FTW (they can shift as minor action) (and yes - kobold trappers is a good idea > Traps Note how monster can jump over squares(?) - and on that note ... flying enemies? Otherwise, they seem like fun idea's; but can you fill 30 levels worth of traps?
|
| #15Damon_TorSep 15, 2009 9:39:56 |
Yes, enemies can force a PC into a trapped square. Trap Mastery keeps the scout himself from being susceptible to this, but his allies sure are. The scout has some tools to mitigate this in his utilities: at level 2 there's "Wait for it" but more utility powers are in the works.
Wizard's fury allows only one minor missile attack per turn, so I'm not overly concerned about it, especially since for it to be of any use you'd need magic missile as an at-will, which requires signifigant investment. KOBOLDS FTW (they can shift as minor action) (and yes - kobold trappers is a good idea I know. For a long time, I tried really hard to think of a way to justify traps damage being con based, just so their stats would match a trapper a little better. Oh well, as it is kobolds make great foils to a trapper, with their trap sense. > Traps The DM needs to be honest in playing the monsters, especially when it comes to beasts, undead, constructs, etc that would not seek to avoid traps. I would like to add a note to traps where, as long as you have stealth when you place the trap, the trap has stealth, so the enemies won't know where they are. Doesn't help that the DM does know where they are and can still avoid them if he wants. That's what Trap Mastery's trap shift ability is for though. If an NPC jumps a square, move the trap to the square he had jumped from or into. Flying enemies are a challenge for trappers, but they have tools to deal with them. Grounding Bolt and harpoon are two good examples, but there are plenty more on the way. |
| #16Damon_TorSep 17, 2009 12:47:29 | In response to some negativity I've been getting about the controller forum not being appropriate for class suggestions, I'm requesting this thread be moved to the homebrew forum. |
| #17orc_kirinSep 17, 2009 12:57:52 | Due to complaints received about this thread, I've closed it. The thread will be reviewed to determine if it should be permanently closed, moved, re-opened, and/or a new thread or threads created in its place. |
| #18Damon_TorSep 18, 2009 8:55:55 |
Thanks.
Homebrew forum, what do you think? |
| #19Damon_TorOct 07, 2009 22:06:43 | Added powers for level 3-6. I'd love any ideas anyone has for the rest of heroic tier. In paragon tier and beyond, I feel a little more comfortable makeing more of the traps a little less strictly martial. |
| #20shivafangOct 07, 2009 23:00:34 | Looks good, I like what I see so far. I'm a little unsure about the whole (1d6+dex)/2 thing. What all is halved with that? What about weapon focus etc? On a crit, is crit dice halved? Do you apply weaknesses and resistances before or after halving it? My suggestion would be a clause that says "For the purpose of this attack, the attacker is considered weakened." or something like that. This way, everything that applies to weakend being halved applies to this without having to learn new rules (trust me, new rules confuse players - the 5th level shaman in our home game is STILL confused about her spirit companion moving at the same time she does). Oh, and your use of the term 'long rest' bothers me, because it's not the correct game term. I know you mean 'extended rest', but it's jarring. I understand what power slide is trying to simulate, and I like the flavour. Rules-wise however you cannot shift while prone, so if you go prone and then shift a number of squares the shift would fail. Also, allowing it to be move + dex is too much for an encounter utility, see similar powers like the barbarian's battle sprint, which I believe is move +4, no shifting, but gets a bonus against aoos Realise that by mid paragon, we could be talking Move + 7 here, where Move could be as high as 7-9, and it's almost like getting a double-move with a single move action. I guess you ARE prone, however, so maybe not all bad. Suggest you try one of the following; Move two squares, then shift a number of squares in a straight line equal to your dexterity modifier + 2. You can shift through enemy squares and even end your turn there, and you suffer no penalties for difficult terrain. You become prone at the end of this movement. The reason I specifically said that you can end your turn in an occupied square is because you can do that while prone. Dex+2 keeps the powers move sane on high dex characters who pump up their speed (elves, fleet footed, etc) Your text says you can pass through difficult terrain - well of course you can, the point probably is you don't take a penalty for doing so. Or; Move two squares, then you are prone. Then shift a number of squares in a straight line equal to your dexterity modifier + 2. You can perform this shift while prone, and can move through enemy squares and even end your move in an enemy square. Additionally, you are unaffected by difficult terrain when shifting in this way. EDIT: It just occured to me that you should remove the dex modifier damage from the minor action attacks, even though you are already halving it, for the same reason that powers like Twin Strike don't deal stat modifier damage. I was just thinking and remembing all the times that I still had a minor action left when ending my turn, Scouts could easily outdamage the strikers if you are not careful because they basically are getting a 'free' attack nearly every round. |
| #21rampantOct 08, 2009 0:25:20 | Um I think your lure power should lose the -2 penalty and if you make the knowledge check against that opponent, Not another of a similar type (which doesn't exist in 4e anyway, say origin or keyword), you should get a +2 bonus. |
| #22Damon_TorOct 08, 2009 3:17:06 |
The damage is only halved as it comes out of the power at that point: all other sources of added damage are treated normally, feats, powers, enhancements, etc. Otherwise, the damage would lag too far behind other controllers' at-will multi-target damage ability (which deal damage lower than available crossbow weapons, but still get a full benefit from enhancements and other factors). The minor action abilities are to make up for the inequity in area of effect powers compared to other controllers, so those are the kinds of powers I looked at for damage balance. Earlier in this thread somewhere I broke down the damage of a scout doing multiple attacks with the Rapid Action feature vs other controllers with at-will AoEs. Oh, and your use of the term 'long rest' bothers me, because it's not the correct game term. I know you mean 'extended rest', but it's jarring. Whoops, thanks for catching that. I understand what power slide is trying to simulate, and I like the flavour. Rules-wise however you cannot shift while prone, so if you go prone and then shift a number of squares the shift would fail. Also, allowing it to be move + dex is too much for an encounter utility, see similar powers like the barbarian's battle sprint, which I believe is move +4, no shifting, but gets a bonus against aoos Specific beats general, in regards to no shifting while prone. Still, I could probably stand to clarify that. In terms of balance, the fact that you're falling prone is part of the equation. You're effectively blowing your next turn's movement on a little extra movement this turn. You don't take the attack penalty from this prone, but other signifigant disadvantages still apply. It just occured to me that you should remove the dex modifier damage from the minor action attacks, even though you are already halving it, for the same reason that powers like Twin Strike don't deal stat modifier damage. I was just thinking and remembing all the times that I still had a minor action left when ending my turn, Scouts could easily outdamage the strikers if you are not careful because they basically are getting a 'free' attack nearly every round. Twin Strike is a special case, as it can hit the same target twice. Now, you aren't prohibited from using Rapid Action attacks against the same target, but you get a major penalty for doing so. Remember, the minor action attacks are the scouts version of the controller's multi-target attacks, so that's the math that needs to pan out. I am curious about how, even with the -5 for attacking the same target, rapid action minors against a single target would fare. The -5 is intended to make it fairly worthless to do so, but it's math I never did. Math for another night, though, as it is quite late, as will the changes you've suggested here. |
| #23Damon_TorOct 08, 2009 3:19:31 |
It's not a similar type, it's the same type. So if I do a nature check on a Troll named Steve, the lure will work without penalty on trolls name Larry and Dave as well, but not on a War Troll named Jim. |
| #24rampantOct 08, 2009 9:25:07 | Ok that's the issue, since type isn't an actual creature classification anymore that could mean anything from origin to keyword to that specific monster entry. |
| #25Damon_TorOct 08, 2009 13:59:52 | A Razorclaw Shifter Strafing Scout's Cover Fire vs an Eladrin War Wizard's Scorching Burst This was the original math I had done, to compare apples to apples in terms of multiple target attacks. Below, I'm going to attempt to compare total average damage done when all 5 minor actions are used to attack a single target with Cover Fire compared to a Wizard using Magic Missile and an Invoker using Avenging Light. Because defenses are relevant, We'll assume it's a level 3 monster, AC 17, NADS 15 This leaves both the scout and wizard with a 50% chance to hit. The wizard deals 10 average damage with his magic missile, add in the attack% and you have an average damage per round of 5. The Invoker deals 10.5 average damage with Avenging Light, so his average damage per round is 5.25 The scout deals (4.5+5)/2 so around 4.75. Cut that in half to account for the chance to miss, and you get 2.375. The other 4 attacks also deal 4.75 damage on average when they hit, but they also take a 25% penalty to the attack, so average damage per attack is actually 1.1875 2.375 + 4(1.1875) = 7.125 damage per round In other words, yes, this is indeed too strong. I'm going to alter this to a scaling penalty. -4 for the second attack, -8 for the third, -12 for the fourth, and -16 for the fifth. This would make the second attack marginally easier to land, the third more difficult, the fourth very difficult, and the fifth all but impossible. With this system in place: 2.375 + 1.35 + .45 + .225 + .225 = 4.625 average damage per round. |
| #26shivafangOct 09, 2009 13:19:29 | Right off the bat, I'm not trying to sound harsh - I like the class, I just think it needs look at the balance:
Not strictly. A strict reading of your write-up only applies a penalty if you convert a Standard action into Wis modifier minors and attack the same target twice. Your current write-up allows a scout with the right feats and/or equipment to take two minor action pot shots at a target (with no penalty) and still take a standard action. (They would have to reload free, somehow, obviously, but there are ways to do that). Cople that with feats that add damage (There's one specifically for crossbows that adds damage if you don't move) and you're looking at becoming nearly on-par with a ranger with the exception that you don't have Quarry. Add multiclass Ranger for extra cheese. Damage: Advanatage Wizard Okay, here's where you're right at first level, but wrong at higher levels. You said that that's the only part that's halved, well there are lots of feats that add to damage. In Paragon Teir we have Steady Shooter and Weapon Focus for +5 to damage. Here's my math - this is without even TRYING to dig for feats that benefit anyone, if you can think of feats that would benefit either the Wizard or the Scout let me know and I'll reworkd the math. This is assuming all attacks are against different targets, so no penalties for the scout's Rapid whatever ability. I should be packing to leave for the weekend and that's match that requires more thought. Scout: Feats - Steady Shooter, Rapid Reload, Weapon Focus (crossbow) Attributes (Without racial mods, Con, Wis and Dex would all be beneficial) Lvl 15 Str: 11, Con 15, Dex 20, Int 11, Wis 17, Cha 9 Scout gets 5 attacks if he does nothing else on his turn, he gets a bonus for not moving with Steady Shooter. Note that with a racial bonus to either Wis or Con he gets an extra attack. (1d8 + 5)/2 + 5 + 4 = 12 to 15 damage per attack. If we use a Superior Crossbow, it's 12-16 damge and range 40. Wizard: Feats = Weapon Focus (staff) (There are a lot more feats that augment weapon damage than spell damage, which is probably why they never made a Weapon Controller before the Seeker.) Lvl 15: Int 21 (left the other stats alone since they arn't relevant to these calculations unless there are feats you can suggest) 1d6 + 5 + 2 + 4 = 12 - 17 damage per attack For the record, a Ranger with the same set-up and a Greatbow is dealing 7 - 18 damage with Twin Strike, plus an additional 2-16 for Quarry. Assuming all attacks hit, the scout gets an average 67.5 damage and the ranger averages 34 damage. The Scout: + Can target any enemy within 20 squares (40 with superior crossbow) and is therefor guarenteed to get all 5 attacks. + Can target the same enemy more than once, albeit at a penalty. + Has the versatility of using two minors while still taking a standard action. The Wizard: + Dosn't need to give up his move or minor actions. - Can only target enemies in a close burst 1, or close burst 2 with a feat. - Maximum range of 12 feat with Widen Spell (Area 2 within 10) - Has to use a standard action to attack.
Also, every attack has a chance to critical and deal an extra 4d6 or 4d12 for viscious, which rapidly expands their damage. Already I'm envisioning Half-Elf with their con modivier and Delitant Twin Strike getting 4 attacks every round with no penalty. |