Is there a guide to Power Creation?

Post/Author/DateTimePost
#1

Harliquinn

Apr 15, 2011 10:07:40
I was curious if was a guide for creating new powers? Something that gives guidelines by level and power type would be very useful.

For instance, if I were creating a new 3rd level encounter power, I could find out what the damage should be on average, what types of effects or status conditions these powers generally inflict, etc.

Any help is appreciated.

Thanks
#2

pluisjen

Apr 15, 2011 10:16:37
There's not really a guide... the normal approach is to look at existing powers of the same level, mostly those of the same role, and then comparing them to your new power.

If you have a concrete example, you can always post it here so that others can look at it and give you feedback. 
#3

Harliquinn

Apr 15, 2011 10:19:26
I'm in the process of creating a new Wizard build that's an Arcane Leader. I'll be creating about 4-5 new spells at each available level. I'll be posting stuff for feedback when it's ready.

Was kinda hoping there had been some work done on this but I think it makes sense just to look also

Thanks
#4

pluisjen

Apr 15, 2011 10:22:34
There's always the Bard to look at... he's the current Arcane Leader. You can snag some of his powers, or use them as inspiration.

Also builds generally don't change a classes main role; do you want your Wizard to be a secondary Leader? Otherwise powers aren't going to cut it; he'll need class features as well, which will pretty much make it a new class. 
#5

Igfig

Apr 15, 2011 11:29:19
I've actually been in the process of writing a guide to power creation for the past year or so, on and off... it's pretty long.

Hopefully I'll be able to release it in the next month or so.

If you post a specific power idea you have in mind, I'd be happy to check it over for you.  I don't want to post any specifics, though, so as to avoid upstaging my future self.
#6

Harliquinn

Apr 15, 2011 12:05:36
There's always the Bard to look at... he's the current Arcane Leader. You can snag some of his powers, or use them as inspiration.

Also builds generally don't change a classes main role; do you want your Wizard to be a secondary Leader? Otherwise powers aren't going to cut it; he'll need class features as well, which will pretty much make it a new class. 



I plan to create an entire new 'essentials' like write-up for my class (It's the Sha'ir from the old Al-Qadim setting). It will have a new class feature based around his gen, as well as some additional rules.

Builds don't generally change the role, but the Slayer Sentinel and Binder have done it for the Fighter, Druid and Warlock.

The bard is what I'm using as inspiration, but this class is heavily built around elemental spells and the bard is too charm, psychic focused. I struggled with Warlock, Sorcerer or Wizard as a basis, and landed on Wizard for the 'variety' of other powers available that would fit for the class.

It won't be a major leader like the cleric but should serve much like the Sentinel or Shaman.
#7

Harliquinn

Apr 15, 2011 12:11:33
I've actually been in the process of writing a guide to power creation for the past year or so, on and off... it's pretty long.

Hopefully I'll be able to release it in the next month or so.

If you post a specific power idea you have in mind, I'd be happy to check it over for you.  I don't want to post any specifics, though, so as to avoid upstaging my future self.



I don't have one in mind at the moment but I'd be very interested in this. I actually went through the compendium and started a spreadsheet of at-will powers for other leaders to see generally what types of rider effects are possible. There seems to be quite a change from old and essentials though, with warpriests having lots of effects on at-wills and the other classes requiring a 'hit' for other effects.

It generally seems that forced movement, temporary hit points, defense bonuses and penalties, attack bonuses and penalties, and saving throws are a common at-will rider.

Would love to see what you've worked on. I don't expect a 'point buy power creation' guide but if I said "What's a level 13 Encounter Power typically allowed to do?" it would be great to know that
1) Generally 3[W] for strikers, 2[W] for others
2) Usually has an Effect of -2 to -4 magnitude to defenses, attacks, saving throws
3) Can daze, but rarely stuns

something like that.