Joined: 08 Nov 2013 Location: Somewhere near the Atlantic (I hope)
Let's not mince words, here. By and large, the Dev team has done a phenomenal job incorporating various flavorful, worthwhile abilities and bonuses to the roster of base and prestige classes available in game. Hell, they took the two worst offenders and made entirely new classes out of them! A few others, though, have been more neglected, the 'unflavored vanilla cakes' in the roster. This thread is something of a catch-all net of suggestions (and a few reminders) for them, a harder look at what could be done in the future to make them more tantalizing choices.
The subject of 'pure' classes or 'pure' builds tends to have a sketchy history 'round these parts. On one hand, in a relative sense, there's nothing stopping you from building to suit your character and what they're capable of doing instead of optimizing their potency. On the other hand, what absolute madman would play a 30 fighter instead of a 20/3/7 Fighter/Rogue/WM?? The latter is better in every way except total feats! Building up pure classes, in my mind, is less about making them competitive and more about balancing the option to do so, that it isn't an active detriment to the character.
Again, these aren't demands or even things I think WILL even be implemented, but rather a facilitator for discussion regarding the less-played classes, or classes that are almost never maxed out. Pretty much every other class or prestige class grants benefits, sometimes major ones, for taking 21-30/11-20 levels, but these three (plus ranger, being a special case for this purpose) get left in the dust.
_________________ Contents subject to change without warning, reason, necessity, or logical imperative.
Think the only reason RDD and SD can be changed is because it can be done w/o a hack update, and the warlock is just removing a feat and adding an item.
While a change to a base class requires a huge hak update which nobody on staff can currently do.
Anecdotally or personally, when was the last time you knew of anyone going over 7 levels in Weapon Master? If you answered 'several', the follow-up question is if they stopped at 10 or kept going even further.
The most common build is actually 12/2/16 fighter/rogue/WM followed by 13/10/7 rogue/fighter WM. 20/3/7 is bad and rarely if ever done. 12/2/16 has been standard for over a decade.
Unfortunately due to how strong the crits are, and how strong the 13/10/7 dex WM is, I can't get behind any buffs to the class, because it'll just be buffing dex melee, and I refuse to buff dex melee wm.
~
Rogue could use love and your ideas are pretty cool. I don't know how viable this is because "there's no way a new hak is getting done", though.
~
Ranger could use some archery love, I agree. 3.0 Ranger is a bit of a bad spot. Ranger dualweild should work in any armor at level 9 imo.
I'm not a fan of the metagaming info re: tracking, sorry.
~~
Not sure how to buff fighter, but I like the idea of the expanded feat list. I don't like the idea of Epic Dodge.
~~~
Ultimately though....
Quote:
While a change to a base class requires a huge hak update which nobody on staff can currently do.
It's not a matter of "Can't do", it's a matter of "it will take hundreds of man hours better directed elsewhere." Same deal, in the end.
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
Joined: 20 Apr 2008 Location: The downeaster "Alexa"
For Fighter, I thought it would be cool if they got a free Weapon Focus feat every so often. The idea being that if you want to focus on one weapon, staking your best game in one sort of physical damage, go WM. If you want to be generally good with a number of weapons, continue to go Fighter and be able to change it up as needed. Considering what things have physical resistances and immunities at epic levels, it could be worth it.
Upping "pureclasses" will always be an option, but I feel like the notion that a single class build is supposed to be particularly better than what it is is kind of outdated. Being well-rounded is a reward in itself more often than not, both IC and buildwise. A lv 30 fighter is not that much a better fighter than a lv 29ftr/1rog, but at least the latter has basic experience of a rogue in addition to being just as good a fighter. Many of the most powerful characters in PnP are multiclass(though with Chosen and Avatar Templates, it matters less in any case.)
My money is still on somehow making PC "maneuver"s that 1) move melee classes away from being so dependent on UMD and magic and 2) give them something to do during a fight than click and wait. Naturally like most PnP maneuvers, classes with full AB would be better at them, but it would be easy to do something like give Fighter an innate boost to them at certain levels, too. Something like that could be done through the PC tools, not requiring an update to the HAK.
_________________
You think Magic is your ally... but you merely adopted the Art. He was born in it. Molded by it. Sometimes, an angel is simply a devil with better intentions.
Joined: 08 Nov 2013 Location: Somewhere near the Atlantic (I hope)
Quote:
It's not a matter of "Can't do", it's a matter of "it will take hundreds of man hours better directed elsewhere." Same deal, in the end.
I'm not blind to this, don't worry! But, in my mind, having the conversation in the first place is as important as putting the end result into practice. Also more fun, no?
TormakSaber wrote:
Quote:
Anecdotally or personally, when was the last time you knew of anyone going over 7 levels in Weapon Master? If you answered 'several', the follow-up question is if they stopped at 10 or kept going even further.
The most common build is actually 12/2/16 fighter/rogue/WM followed by 13/10/7 rogue/fighter WM. 20/3/7 is bad and rarely if ever done. 12/2/16 has been standard for over a decade.
Unfortunately due to how strong the crits are, and how strong the 13/10/7 dex WM is, I can't get behind any buffs to the class, because it'll just be buffing dex melee, and I refuse to buff dex melee wm.
Point taken. I'm going to just directly recognize my ignorance here and apologize for my error - I'll try to keep building reference points out of these kinds of posts in the future, as I've...never really been a part of Amia's building zeitgeist, and that just replaces talking points with corrections, and that seems burdensome for everyone.
Quote:
I'm not a fan of the metagaming info re: tracking, sorry.
I would argue that spawns and area information aren't so much metagaming as streamlining. It would help the rare inexperienced player learn the points of danger that everyone who's been to an area before knows anyway, and in certain cases having limited extra information about your enemies would be lifesaving, especially at low levels. Simple things, like 'this area has evidence of traps' or 'gibberlings are known for their acid bite'. Nothing that screams pure data at you, but general, RPed tidbits that a tracker or monster hunter should know if they're wandering.
Dark Immolation wrote:
For Fighter, I thought it would be cool if they got a free Weapon Focus feat every so often. The idea being that if you want to focus on one weapon, staking your best game in one sort of physical damage, go WM. If you want to be generally good with a number of weapons, continue to go Fighter and be able to change it up as needed. Considering what things have physical resistances and immunities at epic levels, it could be worth it.
What would be cooler is if they focused in weapon TYPES rather than individual weapons. Stealing ideas from Pathfinder never hurt anybody.
Quote:
Upping "pureclasses" will always be an option, but I feel like the notion that a single class build is supposed to be particularly better than what it is is kind of outdated. Being well-rounded is a reward in itself more often than not, both IC and buildwise. A lv 30 fighter is not that much a better fighter than a lv 29ftr/1rog, but at least the latter has basic experience of a rogue in addition to being just as good a fighter. Many of the most powerful characters in PnP are multiclass(though with Chosen and Avatar Templates, it matters less in any case.)
On the contrary, a 29/1 fighter/rogue is better than a pure fighter in numerous ways, even I know that. Bear in mind the idea of 'branching out' is itself made into a mockery with NWN's system because you aren't allowed to hold your skill points in PnP. Multiclassing isn't just beneficial for us, it's highly encouraged. I'm not suggesting we similarly encourage making pureclass characters gods on earth, rather that the option should be presented without the caveat that if your character just happens to be a 30 fighter or 30 rogue, they won't spend their whole first few months staring in anguish at their peers before requesting a self rebuild. Not to mention the potential for paragons to start reclaiming their place in the world. Perhaps it's just because we have so few, but the idea of someone who is 'x', but is ONLY x, and could be considered the primary example of x, appeals to me. It's easy enough for primary casters, like many of those powerful FR characters I think you're referring to, because they never STOP getting class features. Some others...never really had decent ones to begin with.
Quote:
My money is still on somehow making PC "maneuver"s that 1) move melee classes away from being so dependent on UMD and magic and 2) give them something to do during a fight than click and wait. Naturally like most PnP maneuvers, classes with full AB would be better at them, but it would be easy to do something like give Fighter an innate boost to them at certain levels, too. Something like that could be done through the PC tools, not requiring an update to the HAK.
Ironically I'd sooner see that as a feature on Weapon Masters than fighters. Tome of Battle reeks of WotC coming to the sudden and grinding realization that they massively screwed up 3.5's inter-party game balance, but maneuver-heavy characters are closer in fluff to martial artists than footsoldiers. Personally, I prefer stories where the warrior wins with skill and grit, as opposed to manifesting feats of demi-wizardry even Liu Kang would find incongruous.
This isn't to say I think maneuvers are without merit, just that I personally don't feel they jive well with the fighter's fluff. That said, if fighter was forever deleted and replaced with Warblade tomorrow, I wouldn't really mind.
_________________ Contents subject to change without warning, reason, necessity, or logical imperative.
Joined: 01 May 2009 Location: GMT-8 Bangor, Washington
So I can't speak for abilities inherent to he class being added...but I have been repeatedly told that the door is WIDE OPEN for WMs to develop all sorts of neat Ki abilities because nobody has really delved into it, and was already toying with ideas of my own. Sure you have to pay DCs for it but you stand to get unique and interesting abilities!
_________________ Sir Taelar Ardelyn of Wiltun Winner of the Razor Tongued Award 2015!
Joined: 12 Apr 2010 Location: Rio de Janeiro - Brazil
On Pathfinder, all the classes get a special ability at lvl 20.
Well in our case, something special could be added at lvl 30 on the Pure Class.
Also Pure Spellcasters are already very strong so would be kinda hard to choose a bonus to them that wont make em even more stronger then the other classes.
I know those things could be very HAK dependable... but well just an Idea!
Joined: 12 Nov 2015 Location: The belly of the beast
I've said this little nugget, time and time again. Classes like rogue take the backseat due to skill dumping. Why would anyone take more of a class with medium hit die, and medium AB progression of you can just take what you want with minimal commitment. Sometimes you just have to think outside the box on that one. STR based rogues are very viable and offer massive utility to any number of melee builds. Investing 14 rogue will get you a lot. Make it the main class, along with fighter, ranger and add a splash of Master Scout and you have a strong, well rounded character.
Fighter. It is what it is. It's not specialized, nor is it supposed to be. If one was to play a pure fighter, he would enjoy healthy hp, large damage with almost any weapon he could get his hands on and great AB. He's not flashy, but then again, he never trained to be.
Until something comes along that is better at trashing everything in its path than a weapon master, I don't think that needs much tweaking. People aren't investing more in the class, because of many reasons. Improved evasion is a very, very good one. Sneak Attack is another. Its also not a class that even in pen and paper grows in appeal after seven.
Ranger is a monster. Maybe not so much with bows, but the it depends on where you get your arrows and how much you are paying for them.
You have great ideas, but I think that many of them would force the entire server to request rebuilds, should any of them be implemented.
_________________ Jace Fenneril: Cleric of Sharess.
Joined: 20 Apr 2008 Location: The downeaster "Alexa"
I want to clarify when I was saying a a lv 30 fighter isn't that much more of a better "fighter" than a lv 29ftr/1rog, I meant in the gestalt idea of whatever a "fighter" is IC. I explained my idea on multiclassing and its IC implications here.
Also, when I was talking about maneuvers, I wasn't talking about the ToB concept, but physical-oriented things that aren't represented at all ingame. Everyone can do them, thus having them as player tools makes sense, but melee classes would just be better at them more often than not(higher CONs generally, higher BAB). It's the "meleers have nothing to do but point and click" dilemma. Either that, or spam KD. I mean stuff like sprinting, jumping, grappling, ducking for cover, and most importantly, being able to blindly swing at potentially hidden enemies. Why does everyone dip UMD? Because magic is basically the only way on the server to do basic shit like go faster, hold someone in place, or bunker down.
Anyway, that's a pipedream I've had on the back burner for years now. What suffices in the meantime are things like you suggest, weapon group bonuses and so forth. Really, I think something as simple as a widget that allowed fighters of a high enough level to apply an extra damage type to their weapon would do wonders. You aren't as specialized as a WM, but you're better at making whatever you have your hands on at the moment work. Skellies not affected by your battle axe? Start hitting them with the flat edge and smash em up. While it's not an idea that should really require any levels of Fighter, I could reason and sleep peacefully that it takes XX levels of fighter to do effectively.
_________________
You think Magic is your ally... but you merely adopted the Art. He was born in it. Molded by it. Sometimes, an angel is simply a devil with better intentions.
Joined: 12 Nov 2015 Location: The belly of the beast
Again I will say I agree to a certain point. The base classes, have been for a very long time the "rp building blocks" of a multiclassed character. I posted about it somewhere, but "dipping" into UMD without any roleplayed explanation as how the hell the half orc barbarian learned how to use every magical item in game feels...odd. I often cap my UMD where I can use beneficial scrolls and wands, but not every item in game. I like when a crafty wizard gets to work on locks and traps and actually has an explanation how the blazes they learned it. Flying of the rails again. The Basic classes were, in later versions of D&D a portal to prestige class/multiclass possibilities. I think this is represented well enough here. I do agree that they are rather mundane, but that is how it was meant to be.
_________________ Jace Fenneril: Cleric of Sharess.
Joined: 20 Apr 2008 Location: The downeaster "Alexa"
Being "mundane" isn't an issue. It is fine a long as you are able to do all the mundane things you should be able to do. The issue is mundane meleers, in general, are a hammers in a world full of multi-action modular power tools.
Anyway, two more ideas.
Cleave Feat addition: splash damage. When damaging an enemy with a medium size weapon, an attack is also rolled at the nearest enemy within 5 ft for half of the damage dealt. When using a large weapon, an additional enemy is also cleaved. Great Cleave makes splashed enemies take full damage.
A drawback of only being able to point and click is that meleers can only damage one target at a time. While we might say this is the intent, it really makes no sense. By the time you factor in companions, pets, summons, and spells, a meleers damage potential vs anything but a single target is nothing special.
Grenade-likes: no longer have static DCs, but a range of DCs determined by touch attack and abilities. Munitions Training- Fighters gain an innate +1 to their grenade-like DCs every 4 levels.
In keeping with the idea of more mundane ways to do things, alchemies, bombs, and such should be counted as part of them. Not that umd is super popular for offensive options, but having the option to chuck a few alchemists fires and know that they'll actually do something past lv 5 is a nice alternative for umding for wands of X.
Sorry, I know those aren't exactly things for pure classes, but like I said, it's my opinion that pure classing in itself is nothing intrinsically worthy of reward. Letting a single archetype define the shape of your character gets you exactly what you paid for, and nothing more. I do however feel that classes, in themselves, should be worthwhile. And the ones that basically get nothing, no rages or widgets, like Fighters deserve some bells and whistles too. I just also happen to believe trying to fix a bad cake with pretty icing is wrong too, hence wanting to see general mundane things added for everyone, before we add other things to compensate for them.
_________________
You think Magic is your ally... but you merely adopted the Art. He was born in it. Molded by it. Sometimes, an angel is simply a devil with better intentions.
Joined: 08 Nov 2013 Location: Somewhere near the Atlantic (I hope)
Dark Immolation wrote:
Grenade-likes: no longer have static DCs, but a range of DCs determined by touch attack and abilities. Munitions Training- Fighters gain an innate +1 to their grenade-like DCs every 4 levels.
In keeping with the idea of more mundane ways to do things, alchemies, bombs, and such should be counted as part of them. Not that umd is super popular for offensive options, but having the option to chuck a few alchemists fires and know that they'll actually do something past lv 5 is a nice alternative for umding for wands of X.
I was wondering why our only alchemists are also epic wizards! I forgot part of the reason was that grenadelikes have always sucked. I weep over the idea that fire bombs will probably never see any love, and would like to add that if fighters get a DC bonus, rogues should DEFINITELY get a DC bonus. There's a swirling nebulous mass in my brain whispering that Craft Trap should allow you to pump it even further and increase damage as well...but skills are available to everyone.
Quote:
Sorry, I know those aren't exactly things for pure classes, but like I said, it's my opinion that pure classing in itself is nothing intrinsically worthy of reward. Letting a single archetype define the shape of your character gets you exactly what you paid for, and nothing more. I do however feel that classes, in themselves, should be worthwhile. And the ones that basically get nothing, no rages or widgets, like Fighters deserve some bells and whistles too. I just also happen to believe trying to fix a bad cake with pretty icing is wrong too, hence wanting to see general mundane things added for everyone, before we add other things to compensate for them.
You don't have to apologize - I don't make these threads on the expectation that everyone agrees with my preconception.
At the same time, I feel that we DO agree...and disagree about the agreement. Specifically this:
Quote:
Letting a single archetype define the shape of your character gets you exactly what you paid for, and nothing more.
My beef is that...they really don't seem to. 'Paying for' a fighter in the hopes that it will make you good at fighting things is like paying for a single cup of water in the hopes that it will allow you to maintain your garden. It can do a small bit for a short time, but you need a hell of a lot more stuff (and not even just water) to get the job done. Ditto rogues and skills. Skill dumps being equal, is there any real difference between a 28 x/2 rogue and a 2 x/28 rogue when it comes to skill dispersal and investment? I don't think so, and it troubles me. Classes meant to do a specific thing well shouldn't be invalidated except as a gateway to things that do their thing better than they do.
Should pure classes always be at the top of their tier? I don't think so, either. But if you DO pay for that archetype and nothing else...you should at least be able to fulfill that archetype. A pure rogue, the ultimate skillmonkey, can't really get anything more out of skills than anyone else, and they suffer in many other areas, at least by way of opportunity cost (the 'why didn't I dip monk/WM/SD/bard/wizard/MS' effect). A pure fighter is almost laughably self-explanatory, but you can wipe the floor with it in a normal everyday brawl using dozens of builds that don't even use WARRIOR-type class levels, let alone any fighter levels, and when you add barbarian, WM, RDD and so on, it's just sad. Should they be the best around, so nothing's gonna ever bring them down? No, but if you're buying that cake, you should be biting into a cake, not a soggy off-brand half-frozen mint.
In short, we agree that a pure investment should limit you to your area of expertise. That comes with the territory. But don't you think if you're limited to one area of expertise, you should be an...expert at it? I certainly do, and that's what I'm trying to get across.
Except with ranger. Ranger's just weird.
_________________ Contents subject to change without warning, reason, necessity, or logical imperative.
Users browsing this forum: No registered users and 2 guests
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum