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Elfie wrote:Woah, adding Prepare into the mix really confuses me. Now I have no idea how the talent works. Is your intention that this uses up your next major action?.


shonuff wrote:What abouse basing it off of defense mode? I would still limit the strength input (either half or none as you said) and eliminate the stunt point generation.

shonuff wrote:I can't help but think that an extra 2d6+1 every round is going to end up being too strong of a bonus, especially after level 15, with Quick Strike. That's a base of 6d6+1 (avg. 22), before stunts, poison, strength, etc.
What abouse basing it off of defense mode? I would still limit the strength input (either half or none as you said) and eliminate the stunt point generation.

Loswaith wrote: Actually it is still weaker than dual weapon style (up until quick strike), as that gives you an attack for a minor action reguardless of whether you are hit or not and its just a normal talent.
Loswaith wrote:Dont forget too with quick strike a beserker would be getting +3 damage to two attacks, while using a 3d6 weapon, so they would be doing 6d6+4 with damage rerolls as opposed to the 6d6+1 of the Swordlord, before other modifiers.


Deirain wrote:Dual Weapon (Master)/Duelist (Master)
Attack=9 (Focus, DWS, Dex) Defense=16 (DWS, Dex) Bonus Damage=4 (Duelist, Str)
Weapons=Rapier, Main Gauche
Standard Round of Actions= Attack x2 (Attack, Off-hand Attack)
Base Damage=(1d6+7)+(1d6+3)
Average Damage=17
Dual Weapon (Master)/Assassin (Master)
Attack=11 (Focus, DWS, Dex, Backstab) Defense=15 (Dex) Bonus Damage=4 (Mark of Death, Str)
Weapon=Morningstar
Standard Round of Actions=Attack (Backstab)
Base Damage=(3d6+7)
Average Damage=17.5


shonuff wrote:Loswaith wrote: Actually it is still weaker than dual weapon style (up until quick strike), as that gives you an attack for a minor action reguardless of whether you are hit or not and its just a normal talent.
But it's stronger than just about every other specialization. Assassins get a d6 on successful backstabs. It's only 1d6 and it requires a minor action; Swordlord gives an extra 2d6+1 when the PC is attacked.
shonuff wrote:Loswaith wrote:Dont forget too with quick strike a beserker would be getting +3 damage to two attacks, while using a 3d6 weapon, so they would be doing 6d6+4 with damage rerolls as opposed to the 6d6+1 of the Swordlord, before other modifiers.
They should. A 2-handed weapon should do more damage than a 1-handed weapon.

Loswaith wrote: Actually the assissin just gets an extra 1d6, for no cost, as they have to use a minor action to use backstab, which is +2d6 for an assassin. Its not conditional on them using an extra minor action when backstabing to get the extra 1d6, it is the same minor action they have always been using for backstab. The assassin also gets a free dirty fighting attack which means all its attacks can be backstabs without the minor action.
Loswaith wrote:Sure the additional attack is more potential damage than other specialisations get (once they hit 15) but it also has the weakest weapon style as a requirement.

Loswaith wrote:I'm not sure where you get only 7 points of penetrating damage as that would be dependant on the targets armour rating.
IMO, balance isn't just based on damage. Equivalent damage dice just ends up with everything being equal... why not do more with status in order to compensate?

Deirain wrote: Defense Master Ability: When making a melee attack, you may use Defend as a minor action. (Not as powerful as another attack, but another +2 boost to Defense is viable even later in levels when choosing between more Defense or Quick Strike.)
or...
Parry Master Ability: You may, as a free action once per round attempt to parry/deflect an incoming attack with an opposed attack roll. This attack roll may not generate stunt points.
Deirain wrote:While I will agree with this statement, Shonuff, the Set 3 playtest just seems broken to me at this point. There is nothing that a Rogue can do in Set 3 that a Warrior can't do better. Rogues get inferior armor, inferior weapons, and other than backstab, all of their real damage is based almost entirely on stunt point generation. Honestly, I think they need a more consistent damage boost and some sort of class bonus to Defense to even out the differences. But, that is a discussion for another day.

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