Level 11 Elite... that is just... scary. Even level 11 minions can kick your butt if you can't hit them. I've seen encounters where high level (and they weren't level +8) minions were the scariest things on the field. On Tue, Feb 23, 2010 at 2:41 PM, <marbleminotaur@xxxxxxx> wrote: > "On the reward, I've been thinking, why don't we do exactly what the > divine boons section suggests, rather than try to tweak things and give out > feat-like things? What if, due to the training, we get built in magic items > as boons like the section suggests, probably items of our choice. We have > been incorporating all sorts of things into our training, so, we can justify > most setups. At this level, we should have roughly 2-3 magic items each, > since we aren't getting them via other methods, why don't we just cover them > like the book suggests?" > > *THANK YOU. This is exactly what I've been trying to say this entire time. > It's the only way to be absoutely sure we're not shooting ourselves in the > foot here. There's a reason why 4th Ed is structured so rigidly, and it's > because doing stuff like this BROKE THE PREVIOUS SYSTEM. They're trying > their damndest to avoid as many possibilities to break the game as seen > especially by the huge amounts of errata they produce every MONTH. > Seriously, the more I play 4th Ed the more I don't think I ever want to go > back to 3.5 because of how broken the damn thing was by its very nature.* > > > "There is no obvious reason why there shouldn't be a feat to do exactly the > same thing for > the Unarmed Strike weapon, or for Unarmed weapons generally. (There > actually is an > Unarmed weapon - the Spiked Gauntlet.) I suggest Versatile Duelist or > Longsword Finesse > as a model. Note the difference in how they treat Sneak Attack." > > *Thing is, I am 100% certain that this WILL exist. If not in Player's > Handbook 3, then in Psionic Power. Like I've said before, once PHB3 is in > our hands, every single one of these issues will not only be addressed, but > completely settled. It's just one more month until its release. If we go > crazy with making stuff up, chances are pretty high we'll wind up having to > backpedal like crazy once the official rules on Monks are here. I'd be > willing to bet hard money that the Monk Multiclass Feat will accomplish > everything Casey has been trying to do for us, and would make it a much more > viable option to take once we find out what it bestows on a character.* > ** > *"*One of our allies is level 11? Oh... dear... That is an order of > magnitude of XP budget above us, we are just not going to be hitting the bad > guys if they are that far above us. Even if they have the level adjustment > spred out to adjust for the XP levels, that will be a lot of high level guys > pounding on us. The maximum amount an enemy can be above the party in an > encounter is (and please do double check this, I am without my books at the > moment,) is level +7, and that is kind of discouraged, especially if it > crossed the tier boundary. A lot of crazy stuff comes into play once you > hit paragon, if any of the enemies are level 11, we probably wouldn't be > able to take him even with all our powers functional. I think their > defenses will be, what, +4 compared to what we normally hit?" > > *That's not all, the Level 11 is an ELITE. On top of that we have 18 Level > 4 NPCs coming along with him. I've found where it mentions the enemy's > level being seven levels higher or more than four levels lower than the > party and the wording strongly suggests to never ever do this, because it's > too hard or too easy. All number work strongly suggests that the highest a > monster should be above the party is a maximum of only four levels higher or > a minimum of four levels lower. I've done the math, and since both teams > have 27 players... Yeah, we're basically boned. The only way we could > possibly win is if the 27 opponents are all Minions, and even then we'd only > get at most 150 Exp for our troubles. But that's only if they were all Level > 11.* > > -----Original Message----- > From: Diana Jakobs <diana.c.jakobs@xxxxxxxxx> > To: citansdnd@xxxxxxxxxxxxx > Sent: Tue, Feb 23, 2010 10:23 am > Subject: [citansdnd] Re: unarmed strike > > Simply my $0.02... > > Even if the martial powers are allowed via the unarmed strike rule, the no > magic rule is going to be what hurts us. Half the sorcerer/barbarian's and > Tartarus's powers are gone, all of the invoker's and the shaman's are just > shut down. Plus, the loss of the weapons is going to hurt us a bit, > Tartarus for example is very specifically built to take advantage of reach, > he would probably not be a Tempest fighter if he didn't have the spiked > chain, it is that way so he can easily mark two guys a turn with an at will. > > On the reward, I've been thinking, why don't we do exactly what the divine > boons section suggests, rather than try to tweak things and give out > feat-like things? What if, due to the training, we get built in magic items > as boons like the section suggests, probably items of our choice. We have > been incorporating all sorts of things into our training, so, we can justify > most setups. At this level, we should have roughly 2-3 magic items each, > since we aren't getting them via other methods, why don't we just cover them > like the book suggests? > > I do like the idea of a interesting bonus for the training, I'd look at > what artifacts give as a guide honestly, some of them, when they head off > and if they are well attuned to you, will give a simple stat bonus. What > about a +2 to our choice of strength or constitution? It fits the training, > and, since we can pick which one it goes into, it will give us all +1 to > fort if we put it in our highest Str/Con stat. > > > > On Tue, Feb 23, 2010 at 1:25 AM, <warrl@xxxxxxxxxxxxx> wrote: > >> I've decided the minotaur is partly right: Unarmed Strike should NOT count >> as a light blade >> or a two-handed weapon or any other sort of weapon except "unarmed". >> >> However, he also wants to NOT take away powers - and to manage that, the >> rogue Assad >> has to be able to use Unarmed Strike with powers that explicitly require >> light blades, and the >> barbarian - Thom? - has to be able to use Unarmed Strike with powers that >> explicitly require >> two-handed weapons. >> >> (Berrian is okay as is, and I think Tartarus is too. They are the two >> hybrid Tempest fighters. I >> can't comment on anyone else's weapon powers, or on non-weapon powers..) >> >> Fortunately, he's also partly mistaken. Yes, there is a class-build option >> for the rogue to be >> able to use something other than a light blade with all his >> light-blade-specific powers and >> with Sneak Attack. However, there are also four standard feats and two >> multiclass-weapon >> feats - three if you count Spiked Chain Training - that do the same thing >> with various >> weapons/groups. >> >> Note that this does NOT mean the rogue can apply light-blade-enhancing >> FEATS to those >> weapons. (Except Spiked Chain Training: with this feat, the chain IS a >> light blade.) >> >> There is no obvious reason why there shouldn't be a feat to do exactly the >> same thing for >> the Unarmed Strike weapon, or for Unarmed weapons generally. (There >> actually is an >> Unarmed weapon - the Spiked Gauntlet.) I suggest Versatile Duelist or >> Longsword Finesse >> as a model. Note the difference in how they treat Sneak Attack. >> >> I'm pretty sure there is no similar feat for using one-handed weapons with >> two-handed >> powers or class features. But we can create such a feat specifically for >> Unarmed Strike, >> modeled after the rogue feats. I think it and the rogue Unarmed Strike >> feat should be >> mutually exclusive. >> >> If anyone else needs a comparable feat to allow the use of Unarmed Strike >> with their >> weapon powers and weapon-related class features, we should do that too. >> >> (Oh, and magic items: I know that weapons & armor are strictly out for the >> game, but please >> can we wear our other magic items? Berrian thinks his Badge of the >> Berserker would be >> really useful.) >> >> On the other stuff: I'm comfortable either way on the fortitude bonus >> issue. I think the >> across-the-board +1 is a slightly better fit for the level but the +2 >> fortitude bonus fits the >> story better. >> >> And for the selective strength bonus, I like Weapon Expertise/Focus feats >> better but the >> enhancement bonus is a decent compromise too. >> >> >> >