[Return]
Posting mode: Reply
Name
E-mail
Subject
Comment
File
Password(Password used for file deletion)
  • Supported file types are: GIF, JPG, PNG
  • Maximum file size allowed is 3072 KB.
  • Images greater than 250x250 pixels will be thumbnailed.
  • Read the rules and FAQ before posting.
  • ????????? - ??


  • File : 1268533096.jpg-(142 KB, 450x637, Akyu Cat Scroll Spiral.jpg)
    142 KB Player's Handbook 3 Errata Suggestions (Updated Once More) Anonymous 03/13/10(Sat)21:18 No.8571551  
    The Player's Handbook 3, like any other publication, is marred by several erroneous wordings here and there, oversights that had slipped past the (questionably) keen editors of the supplement. These errors involve class features, powers, feats, magic items, and the like not working properly, be it through nonfunctional wording, ambiguous wording, or the option in question being alarmingly underpowered or overpowered. This causes game balance issues to arise, disrupting the framework of the system. The Player's Handbook 3, for one, has three powers that can automatically drop an enemy to 0 hit points due to shoddy wording, the infinite loops of Harmonious Thunder and Wormhole Plunge and the limitless falling distance of Space Vortex.

    Such that these issues may hopefully be resolved come May 4, when the next batch of updates shall be released, I suggest that we scour the Player's Handbook 3 for problematic options and then submit our suggestions for corrections to them to the Player's Handbook 3 errata board (http://community.wizards.com/go/forum/view/75882/173553). Should you be too slothful to create an account on the Wizards Community forum, you can direct me to an option in the Player's Handbook 3, delineate why it should be revised, and suggest a correction; I shall then submit it to the errata board should I deem the option's current state to be substantially problematic. I have created eighteen such threads in the board so far, each covering a different topic:
    >> Anonymous 03/13/10(Sat)21:19 No.8571582
         File1268533195.jpg-(208 KB, 725x1024, IKu Lightning Shawl Spiral.jpg)
    208 KB
    • Harmonious Thunder (monk daily 1) generates a pseudo-infinite damage loop.
    http://community.wizards.com/go/thread/view/75882/22613641

    The Harmonious Thunder level 1 monk daily attack power causes an infinite loop due to the shoddy wording of its Effect line, which can instantaneously whittle down one monster to 0 hit points and another monster to critical condition if Flurry of Blows is immediately declared after the attack is resolved. The power is also ambiguous with regards to its effects in the case of a monk attacking only one creature with it. To amend this while keeping the power effective and worthwhile, the power's Effect line should read as such:
    Effect: If you targeted two creatures using this power, each target is subjected to harmonious thunder until the end of the encounter or until one of the targets drops to 0 hit points or fewer. While each target is affected by harmonious thunder, once per round, if one target is hit by an attack and takes damage from it, both take thunder damage equal to your Strength modifier.
    >> Anonymous 03/13/10(Sat)21:21 No.8571603
         File1268533302.jpg-(241 KB, 1244x892, Sakuya Knives Pocketwatch Whit(...).jpg)
    241 KB
    • Crashing Tempest Style, Starblade Flurry, the Ki Weapon, and the Blurred Strike Ki Focus.
    http://community.wizards.com/go/thread/view/75882/22642081

    The Crashing Tempest Style heroic feat is fraught with highly ambiguous wording. How it functions if you are wielding a club in your off-hand or are equipped with a Brawler's Belt is unclear. Additionally, its static damage bonus is not in line with the scaling benefits of feats such as Weapon Focus. The feats's Benefit line should read:
    Benefit: When you hit with an attack made using a club, if you trigger and use your flurry of blows, it deals 1 extra damage. This extra damage increases to 2 at 11th level and 3 at 21st level.

    The Starblade Flurry paragon feat is similarly ambiguous with how the extra damage is dealt, and it is also too powerful for a paragon feat, as it adds an additional target to each and every use of Flurry of Blows. Its Benefit line should read:
    Benefit: When you hit with a monk encounter or daily attack power, if you trigger and use your flurry of blows, as a free action, you can draw a dagger or shuriken and add an additional target within 5 squares of you to your Flurry of Blows power by throwing the dagger or shuriken (without provoking opportunity attacks). The dagger or shuriken returns to your hand after the Flurry of Blows power is resolved, and you can sheathe it as a free action.
    >> Anonymous 03/13/10(Sat)21:23 No.8571639
         File1268533415.jpg-(722 KB, 1200x1050, China Spear.jpg)
    722 KB
    The Ki Weapon should not allow you to augment your Flurry of Blows simply by keeping it in hand. It also scales as poorly as Crashing Tempest Style. Its Property line should read:
    Property: When you hit with an attack made using this weapon, if you trigger and use your Flurry of Blows power, it deals 1 extra damage.
    Level 13: The extra damage increases to 2.
    Level 23: The extra damage increases to 3.

    The Blurred Strike Ki Focus is drastically overpowered when free melee basic attacks, from leaders such as the warlord and the ardent, and melee multiattack powers, from various monk encounter and daily attack powers and the Versatile Master (Twin Strike) paragon feat, are introduced to the equation. The intent seems to be to reward monks with an additional use of Flurry of Blows when they spend an action point, so why not have that be the Property line?
    Property: When you spend an action point to take an extra action and use it to make an implement attack using this ki focus, whether you hit or miss with the attack, you can trigger and use your Flurry of Blows power, ignoring the once per round restriction of the power.
    >> Anonymous 03/13/10(Sat)21:25 No.8571670
         File1268533532.jpg-(122 KB, 840x630, Flandre Spear Fire.jpg)
    122 KB
    • Cognizance Crystals are significantly overpowered.
    http://community.wizards.com/go/thread/view/75882/22642089

    A psionic character can stock up on level 4 Cognizance Crystals and use them to recharge her power points with ease, particularly since such an item can be activated as a free action. Additionally, there is very little reason to use a level 14 or level 24 Cognizance Crystal when the level 4 version is substantially more economical. The following line should be added to the item entry:
    Special: After using a cognizance crystal, you cannot use another one until the end of your next extended rest. Using one does not count as the usage of an item daily power.
    >> Anonymous 03/13/10(Sat)21:28 No.8571708
         File1268533709.jpg-(93 KB, 800x600, Suika Charge.jpg)
    93 KB
    • Goring Charge uses the inaccurate +2/+4/+6 progression and is underpowered as a standard action.
    http://community.wizards.com/go/thread/view/75882/22642121

    To keep the Goring Charge minotaur racial encounter attack power's attack bonus in line with powers that have built-in Expertise bonuses to make up for bearing neither the implement keyword nor the weapon keyword, its Attack line should read as such:
    Attack: Strength, Constitution, or Dexterity +5 (+8 at 11th level and +11 at 21st level) vs. AC

    Additionally, Goring Charge is underpowered due to being a mediocre attack that requires a standard action to use. No other player race has a racial encounter power that demands the usage of a standard action. To rectify this while keeping it balanced, replace "Standard Action" with "Minor Action" in the power entry, and revise the Effect line to the following:
    Effect: You charge and make the following attack in place of a melee basic attack. When you charge with this power, your turn does not end, and you cannot charge as a standard action until the end of your turn. You do not gain the +1 bonus to the attack roll for performing a charge.
    >> Anonymous 03/13/10(Sat)21:30 No.8571727
         File1268533816.jpg-(626 KB, 2000x2000, Momiji Blade Leaves Orange.jpg)
    626 KB
    • The battlemind is a horrifically underpowered defender.
    http://community.wizards.com/go/thread/view/75882/22642289

    As various threads of monolithic proportions on the Wizards Community forums and other online venues can tell you, the battlemind is an ineffectual defender due to the lack of synergy between its immediate action Mind Spike, its opportunity action Blurred Step, its opportunity attacks, its lack of viable melee basic attacks, and the unreliability of its Battle Resilience and Speed of Thought. To rectify this, I propose the following errata to the class.

    Add the following as an additional paragraph to the Psionic Study class feature:
    As a battlemind, you learn how to execute the fundamentals of battle through your psionic talents. When you make a melee basic attack, a ranged basic attack, a grab attack, or a bull rush, you can use your Constitution, Wisdom, or Charisma modifier in place of your Strength or Dexterity modifier for the attack and damage rolls.
    >> Anonymous 03/13/10(Sat)21:32 No.8571752
         File1268533954.jpg-(788 KB, 1800x1292, Momiji Blade Boots.jpg)
    788 KB
    Replace the Blurred Step at-will feature with the following:
    Blurred Step, Battlemind At-Will Feature
    You bend reality with the power of your mind, flashing across the space between you and your enemy.
    At-Will ✦ Psionic
    Free Action (Special), Personal
    Trigger: An adjacent enemy marked by you shifts or teleports
    Effect: After the enemy's movement is resolved, you shift a number of squares equal to your Wisdom or Charisma modifier, ignoring difficult terrain.
    Special: You can use this power only once per combatant's turn.

    Replace the Mind Spike at-will feature with the following:
    Mind Spike, Battlemind At-Will Feature
    You force your enemy to feel the pain that it inflicts on your friend.
    At-Will ✦ Force, Psionic, Psychic
    Immediate Reaction (Special), Melee weapon
    Trigger: An enemy within reach marked by you hits or misses with an attack that doesn't include you as a target
    Target: The triggering enemy
    Effect: If the target had hit and dealt damage, it takes force and psychic damage equal to its highest damage roll result for the attack. If the target missed, it rerolls the triggering attack against itself without the -2 penalty from your mark and without provoking opportunity attacks. If it hits, it takes only the damage and no other effects from its attack.
    Special: You can use this power even if you are dazed or dominated.
    >> Anonymous 03/13/10(Sat)21:35 No.8571790
         File1268534122.png-(467 KB, 560x690, Momiji Blade Sunset.png)
    467 KB
    Replace the Battle Resilience encounter feature with the following:
    Battle Resilience, Battlemind Encounter Feature
    You steel yourself for battle, girding yourself against your foe's initial assault.
    Encounter ✦ Psionic
    Free Action (Special), Personal
    Trigger: A creature hits you and deals damage for the first time in an encounter
    Effect: You gain resistance to all damage (including the damage of the triggering attack) equal to 3 + your Wisdom modifier until the end of your next turn or until the end of the triggering creature's next turn, whichever comes later. The resistance increases to 6 + your Wisdom modifier at level 11 and 9 + your Wisdom modifier at level 21.
    Special: You can use this power even if you're surprised.

    Replace the Speed of Thought encounter feature with the following:
    Speed of Thought, Battlemind Encounter Feature
    You move in the blink of an eye, reaching your foes before they can draw their weapons.
    Encounter (Special) ✦ Psionic
    Free Action, Personal
    Effect: You shift a number of squares equal to your speed + your Charisma modifier, ignoring difficult terrain.
    Special: You can use this power even if you're surprised.
    >> Anonymous 03/13/10(Sat)21:38 No.8571836
         File1268534292.jpg-(430 KB, 1477x1063, Momiji Blade Pipe.jpg)
    430 KB
    Should this be too much to implement into the errata, even the short version would go a long way in improving the class:

    Add the following as an additional paragraph to the Psionic Study class feature:
    As a battlemind, you learn how to execute the fundamentals of battle through your psionic talents. When you make a melee basic attack, a ranged basic attack, a grab attack, or a bull rush, you can use your Constitution, Wisdom, or Charisma modifier in place of your Strength or Dexterity modifier for the attack and damage rolls.

    Replace the Blurred Step at-will feature with the following:
    Blurred Step, Battlemind At-Will Feature
    You bend reality with the power of your mind, flashing across the space between you and your enemy.
    At-Will ✦ Psionic
    Free Action (Special), Personal
    Trigger: An adjacent enemy marked by you shifts or teleports
    Effect: After the enemy's movement is resolved, you shift a number of squares equal to your Wisdom or Charisma modifier, ignoring difficult terrain.
    Special: You can use this power only once per combatant's turn.
    >> Anonymous 03/13/10(Sat)21:39 No.8571863
         File1268534378.jpg-(90 KB, 640x480, Iku Tenshi Push.jpg)
    90 KB
    • Forceful Push should not be usable as a free action.
    http://community.wizards.com/go/thread/view/75882/22642877

    Currently, the Forceful Push psion encounter feature can outright negate enemy attacks via sliding opponents out of reach. This should not be. The power should be activated with a Minor Action, not a free action.

    • Primal Eye should not be based on Dexterity and Intelligence.
    http://community.wizards.com/go/thread/view/75882/22648381

    Intelligence has no place in the Primal Eye paragon feat when the seeker uses Strength and Dexterity for its two secondary ability scores. In the feat's Benefit line, "Dexterity or Intelligence" should be replaced by "Strength or Dexterity."

    • Psionic Dabbler should specify "one of your encounter attack powers from your class."
    http://community.wizards.com/go/thread/view/75882/22650197

    Currently, the Psionic Dabbler power swap feat allows you to trade in an encounter attack power from, say, your paragon path in exchange for a power from a psionic class that you are multiclassed into. This should not be the case. This can easily be repaired by replacing "one of your encounter attack powers" with "one of your encounter attack powers from your class."
    >> Anonymous 03/13/10(Sat)21:41 No.8571897
         File1268534492.jpg-(228 KB, 540x560, Keine Hakutaku.jpg)
    228 KB
    • Vengeance Shroud and Driving Gore require attack bonuses 3 higher.
    http://community.wizards.com/go/thread/view/75882/22650229

    The Vengeance Shroud and Driving Gore level 20 daily attack powers of the Rrathmal and Blooded Champion racial paragon paths still use the inaccurate +2/+4/+6 attack bonus progression for attack powers with neither the implement keyword nor the weapon keyword. They should instead use the updated +3/+6/+9 progression.

    Vengeance Shroud's Attack line should read as such:
    Attack: Dexterity or Wisdom + 9 vs. Will

    Driving Gore's Attack line should be as follows:
    Attack: Strength + 11 vs. AC
    >> Anonymous 03/13/10(Sat)21:44 No.8571943
         File1268534642.png-(855 KB, 1000x1200, Satori Koishi Eye Blood.png)
    855 KB
    • Telekinetic Maul, Crushing Bludgeon, and Psychofeedback require Target/Attack line revisions.
    http://community.wizards.com/go/thread/view/75882/22647761

    Telekinetic Maul is a nearly useless power due to involving an implement attack against AC and its rider effect so poor that its high damage dice cannot vindicate the power. The Intelligence/Wisdom psion already pales in comparison to the Intelligence/Charisma psion (http://suptg.thisisnotatrueending.com/archive/8527306), so it might as well have one of its otherwise worthless powers elevated into a strong power worthy of a level 5 daily slot. Replace the Target and Attack lines of the power with the following:
    Target: One, two, three, or four creatures
    Attack: Intelligence vs. Reflex

    Crushing Bludgeon, ten levels later, suffers from the same issues and should commensurately be amended through similar revisions of its Target and Attack lines:
    Target: One, two, three, or four creatures
    Attack: Intelligence vs. Reflex

    Psychofeedback, as a psion power that deals psychic damage, should target Will like every other psion psychic power, not Fortitude. Correct its Attack line to the following:
    Attack: Intelligence vs. Will
    >> Anonymous 03/13/10(Sat)21:46 No.8571984
         File1268534798.jpg-(1.49 MB, 1500x2000, China Lizard.jpg)
    1.49 MB
    • Improved Monk Unarmed Strike and Unarmed Mastery are nigh superfluous in the hands of a monk.
    http://community.wizards.com/go/thread/view/75882/22650089

    The Improved Monk Unarmed Strike heroic feat increases the damage per [W] of your monk unarmed strike from 1d8 to 1d10. This would be wonderful were it not for the fact that all monk attack powers and monk paragon path attack powers are implement powers that inflict fixed damage dice. To rectify this and simultaneously patch the issue of there being no "Ki Focus Focus" feat, arbitrarily handicapping the damage bonus of monks who choose to wield a ki focus as an implement rather than a magic weapon, the Benefit line of the feat should read as such:
    Benefit: The damage die of your monk unarmed strike becomes 1d10, instead of 1d8. You also gain a +1 feat bonus to damage rolls with implement powers made using a ki focus and unarmed attacks. This feat bonus increases to +2 at level 11 and +3 at level 11.

    In a similar vein, Unarmed Mastery does not aid a monk in any significant fashion. A monk using her powers through a ki focus does not actually attack with her monk unarmed strike. In addition, the feat being restricted to melee attacks does not mesh well with the monk, a specialist in close attacks. Therefore, the Benefit line of the feat in question should be corrected to the following:
    Benefit: Whenever you make an implement attack using a ki focus or an unarmed attack, you can score a critical hit on a natural attack roll of 19 or 20.
    >> Anonymous 03/13/10(Sat)21:48 No.8572023
         File1268534906.jpg-(463 KB, 963x1140, Nitori Guillotine.jpg)
    463 KB
    • Headsman's Chop's extra damage does not scale properly.
    http://community.wizards.com/go/thread/view/75882/22650345

    The Headsman's Chop heroic feat causes your axe and heavy blade attacks to deal 5 extra damage against prone targets, with no scaling whatsoever. This is ill-wrought design, especially for a feat available at the heroic tier. The feat's Benefit line should read as follows:
    Benefit: When you hit a prone target with an attack using an axe or a heavy blade, the target takes 2 extra damage. The extra damage increases to 4 at 11th level and 6 at 21st level.
    >> Anonymous 03/13/10(Sat)21:50 No.8572049
         File1268535009.png-(394 KB, 400x600, Shou Pagoda Portrait.png)
    394 KB
    • Mantle of Clarity, Wormhole Plunge, Borrowed Time, and Corona of Battle.
    http://community.wizards.com/go/thread/view/75882/22654441

    The benefits of the Mantle of Elation are comparable to those of the Mantle of Clarity on an equivalent level, as the potency of Charisma/Constitution-based ardent powers and the effectiveness of Charisma/Wisdom-based ardent powers. However, having Charisma and Constitution as your two prime ability scores is far, far more preferable to having them be Charisma and Wisdom, two ability scores that belong to the same defense pair. When all else is approximately equal, the frontline leader that is more durable shall prove to be a greater asset to the party, no? To wit:

    • A level 8 half-elf Mantle of Elation ardent with Strength 8, Constitution 18+2, Dexterity 10, Intelligence 12, Wisdom 12, Charisma 18+2, finemail with a +2 enhancement bonus, and a neck slot item bonus with a +2 enhancement bonus has 67 hit points, 12 healing surges, AC 23, Fortitude 22, Reflex 17, and Will 22.
    • A level 8 kalashtar Mantle of Clarity ardent with Strength 8, Constitution 12, Dexterity 10, Intelligence 12, Wisdom 18+2, Charisma 18+2, finemail with a +2 enhancement bonus, and a neck slot item bonus with a +2 enhancement bonus has 59 hit points, 8 healing surges, AC 23, Fortitude 18, Reflex 17, and Will 22.
    >> Anonymous 03/13/10(Sat)21:52 No.8572099
         File1268535162.jpg-(706 KB, 768x1024, Shou Orange Sky.jpg)
    706 KB
    • A level 21 half-elf Mantle of Elation ardent/Demigod with Strength 10, Constitution 18+2, Dexterity 12, Intelligence 14, Wisdom 14, Charisma 18+2, weavemail with a +5 enhancement bonus, and a neck slot item bonus with a +5 enhancement bonus has 138 hit points, 15 healing surges, AC 35, Fortitude 34, Reflex 27, and Will 35.
    • A level 21 kalashtar Mantle of Clarity ardent/Demigod with Strength 10, Constitution 14, Dexterity 12, Intelligence 14, Wisdom 22+2+2, Charisma 18+2, weavemail with a +5 enhancement bonus, and a neck slot item bonus with a +5 enhancement bonus has 126 hit points, 9 healing surges, AC 35, Fortitude 28, Reflex 27, and Will 35.

    To compensate for this in a fashion befitting of Clarity's themes of precognition and perception, I suggest that the following be added as an additional paragraph to the Mantle of Clarity class feature:
    You are never surprised. You can use your Wisdom modifier in place of your Dexterity modifier when making an initiative check. You can use your Wisdom modifier in place of your Dexterity or Intelligence modifier when determining your AC in no armor or light armor and your Reflex.

    Keeping the above in mind, the following should be added as an additional sentence to the Ardent Mantle (Hybrid) class feature:
    If you choose the Mantle of Clarity, you can only use the lower of your Wisdom or Charisma modifier for your initiative, AC, and Reflex.
    >> Anonymous 03/13/10(Sat)21:55 No.8572171
         File1268535352.jpg-(804 KB, 1300x919, Shou Yellow Black.jpg)
    804 KB
    The Wormhole Plunge level 1 daily power creates an infinite damage loop. If an enemy starts its turn in the zone, you can teleport it 3 squares as a free action. This teleportation can be vertical. If it fails its saving throw, it takes 1d10 falling damage and is knocked prone. If it saves, nothing occurs. Whether it fails or succeeds, however, you can use another free action to restart the process. Additionally, the power fails to function entirely if the initial teleportation does not occur. To patch these issues, the Effect line of the power should be changed to the following:
    Effect: Each square in the target's space becomes a zone that lasts until the end of your next turn, and then you immediately teleport the target a number of squares equal to your Wisdom modifier. One ally adjacent to the target can make a melee basic attack against it as a free action.
    Any creature that starts its turn within 3 squares of the zone is pulled 1 square toward or into it. If a creature enters the zone or starts or ends its turn there, as a free action, you can teleport it 3 squares.

    The Borrowed Time level 22 ardent daily utility power, due to its usage as a standard action, is underpowered when compared to minor action powers that grant standard actions, such as the Haste level 16 bard daily utility power and the Rune of the Hero's Resolve level 22 runepriest daily utility power. This can be solved by changing the power's action type from a standard action to a Minor Action.

    The Corona of Battle level 25 ardent daily attack power is also underpowered, as the standard action that is involved in the generation of the zone does not include you attacking, which would be the case with every other ardent daily attack power. The effects of the power are not strong enough to vindicate its standard action cost. This is another power that should have its action type changed from a standard action to a Minor Action.
    >> Anonymous 03/13/10(Sat)21:57 No.8572196
         File1268535427.jpg-(234 KB, 711x459, Yuka Wriggle Bandage.jpg)
    234 KB
    • Healer's Gift, Physician's Care, Miraculous Treatment, Insightful Riposte, Spot Weakness, and Eagle's Aim.
    http://community.wizards.com/go/thread/view/75882/22654645

    A level 2 character with Wisdom 16 and training in the Heal skill can use the first aid function of the skill to automatically revive an unconscious ally, even with a natural 1 on the skill check. This is exactly why the Healer's Gift level 2 Heal encounter utiltiy power is chaff. Its action type should be a Minor Action, not a standard action.

    The Physician's Care level 6 Heal encounter utility power is underpowered compared to Swift Recovery, a power immediately below it. The former is used as a standard action, whereas the latter is used as a minor action and can trigger every benefit attached to a second wind, including the default bonus to all defenses. Physician's Care should be usable as a Minor Action, not as a standard action.

    Similarly, the Miraculous Treatment level 16 Heal daily utility power is a limited version of the Cure Light Wounds level 2 cleric daily utility power, which arrives fourteen levels earlier. Miraculous Treatment, then, should also be activated with a Minor Action rather than a standard action.
    >> Anonymous 03/13/10(Sat)21:59 No.8572238
         File1268535564.jpg-(202 KB, 1000x1084, Eirin Bow Moon Stars.jpg)
    202 KB
    The Insightful Riposte level 16 Insight encounter utility power allows you to potentially convert an unsuccessful attack into a hit. Attack rerolls (as a retroactive attack result converter, this is very similar to a reroll) in this fashion are acceptable as racial encounter powers, but not as encounter utility powers. Insightful Riposte should be a Daily power, matching various class utility powers that allow you to reroll an attack.

    The Spot Weakness level 10 Perception encounter utility power is overpowered in the hands of multiattackers, such as rangers, who can use it to gain upwards of 16 damage through consecutive Twin Strikes, and even more if action points and encounter or daily attack powers are used. Having its benefit be attack bonus-based amends this issue. Its Effect line should read as such:
    Effect: Until the end of your turn, as long as you have combat advantage against the target and it has no cover or concealment, you gain a +2 power bonus to attack rolls against it.

    The Eagle's Aim level 6 seeker encounter utility power is objectively inferior to the Far Sight level 2 Perception encounter utility power for a weapon-using character, which is four levels lower. To amend this, the Effect line of Eagle's Aim should be changed to the following:
    Effect: Until the end of your next turn, your ranged and area attacks ignore any attack penalties from long range, cover, concealment, superior cover, and total concealment.
    >> Anonymous 03/13/10(Sat)22:00 No.8572265
         File1268535657.jpg-(315 KB, 692x1000, Tewi Mallet Drill.jpg)
    315 KB
    • The Mindcrusher Weapon, the Mighty Strike Ki Focus, two orbs, and two staffs.
    http://community.wizards.com/go/thread/view/75882/22654861

    The Mindcrusher Weapon's property offers a static +2 item bonus to attack rolls with psychic attacks. Not only is this not in line with how item bonuses should function, but it is also too limited in scope for an expensive, hammer-and-mace-restricted, level 5/10/15/20/25/30 item. The item's Property line should be as follows:
    Property: When you make an attack using this weapon that targets Will or has the charm, fear, illusion, psychic, or sleep keyword, you gain an item bonus to damage rolls for the attack equal to the weapon's enhancement bonus.

    The Mighty Strike Ki Focus is an even more egregious example of nonexistent scaling. 1 extra damage on your Flurry of Blows might be appreciable on a level 4 ki focus, but is nearly worthless when offered by a level 29 ki focus. Two lines should be added below the item's Property line:
    Level 14: The extra damage increases to 2.
    Level 24: The extra damage increases to 3.
    >> Anonymous 03/13/10(Sat)22:02 No.8572297
         File1268535779.jpg-(347 KB, 1750x2500, Reimu Ball Green.jpg)
    347 KB
    The Orb of Mental Constitution was, in all likelyhood, designed by whoever had written up the previous two items, because its property scales tremendously poorly, and in an overpowered fashion to boot. Literally every single magic orb on page 208 of the Player's Handbook 3 uses a sane, scaling item bonus, so why must the item bonus of the Orb of Mental Constitution be a monolithic +5 from the beginning? In addition, its encounter power is overpowered due to how it can deflect an attack against AC or Fortitude every encounter, especially when multiple +1 copies of the orb are switched around in the off-hand via free action drawing and stowing. Its augment 1 is also unclear as to whether or not the bonus applies to the attack to be deflected by the power. The Property and Power lines of the item require complete overhauls:
    Property: You gain an item bonus to Endurance checks equal to the orb's enhancement bonus.
    Power (Daily ✦ Augmentable): Immediate Interrupt. Trigger: An enemy attack hits your AC or Fortitude. Effect: You gain a power bonus to all defenses against the attack equal to the item's enhancement bonus.
    Augment 1: The triggering attack instead targets your Will, including the power bonus to defenses.

    Really now, who had designed these items? The Orb of Nimble Thoughts is another paragon of illogical item design. Both its property's item bonus and its encounter power are keyed to an ability score (Intelligence) instead of its enhancement bonus. This should not be the case. The Property and Power lines of the item should be revised to the following:
    Property: You gain an item bonus to initiative checks equal to the orb's enhancement bonus.
    Power (Encounter ✦ Augmentable): Move Action. You shift a number of squares equal to 1 + the orb's enhancement bonus.
    Augment 1: You regain the use of this power.
    >> Anonymous 03/13/10(Sat)22:07 No.8572372
         File1268536020.jpg-(86 KB, 595x800, Nazrin Sky Cheese Basket.jpg)
    86 KB
    The Aversion Staff's property does not define what "effects caused by you" constitutes (marking? Penalties? Conditions? Hunter's Quarry? Warlock's Curse?), and worse still is the fact that the property even applies when the staff is used as an off-hand implement. This is unacceptable for a level 2/7/12/17/22/27 item. The Property line of the item should read as such:
    Property: When you hit with an attack using this staff that imposes an effect that a save can end on the target, you gain a +2 bonus to all defenses against attacks made by the target until it saves against the effect.

    The Staff of the Traveler's property is immensely abusable in the hands of a teleportation abuse build, such as one that exploits minor action and standard action shifting powers (http://community.wizards.com/go/thread/view/75882/22607069). To tame down the item while still keeping it at an acceptable level of potency, its Property line should be amended as follows:
    Property: Once per round, when you shift, you can replace the first number of squares of shifting with teleportation. This number equals the staff's enhancement bonus.
    >> Anonymous 03/13/10(Sat)22:08 No.8572402
         File1268536127.jpg-(529 KB, 1024x768, Sakuya Knives Stopwatch Back G(...).jpg)
    529 KB
    • The Time Bender paragon path's Loan from the Past, Time Strider, and Lost in Time.
    http://community.wizards.com/go/thread/view/75882/22655061

    The Loan from the Past level 11 path feature of the Time Bender paragon path does not specify when the d20 roll is replaced (before or after the result is seen?), and it fails to specify that you can affect only one of your rolls as well, allowing it to affect the rolls of allies and enemies. As such, the feature's text should be replaced by the following:
    Loan from the Past (11th level): Whenever you roll initiative, roll an additional d20. The result is considered your reserve number for the encounter. Once during the encounter, after you have seen the result of one of your attack rolls, skill checks, ability checks, or saving throws, you can replace its natural die result with what you had rolled with your reserve number.

    The two attack powers of the paragon path deal psychic damage and have the psychic keyword, supporting an Intelligence/Charisma-based telepath build, and yet the Time Strider level 12 Time Bender daily utility power uses your Wisdom modifier for its rider effect. To correct this, "Wisdom" should be replaced by "Wisdom or Charisma" in the power's Effect line.

    The Lost in Time level 20 Time Bender daily attack power, unlike the vast majority of powers of its level, has no effect on a miss. Its effects are not potent enough to vindicate the power being wasted by an ill-starred attack roll. The power should bear the Reliable keyword.
    >> Anonymous 03/13/10(Sat)22:12 No.8572432
         File1268536320.jpg-(389 KB, 1200x1020, Shou Pagoda Double Lightsaber (...).jpg)
    389 KB
    • Word of Binding, Word of Diminishment, Word of Exhange, Word of Shielding, and Word of Allied Effort
    http://community.wizards.com/go/thread/view/75882/22655129

    The four runepriest at-will powers do not scale in damage at level 21. There is no discernible reason for this to be the case. As such, the Word of Binding level 1 runepriest at-will power should have the following line below its Hit line:
    Level 21: Twice your Strength modifier damage.

    The Word of Diminishment, Word of Exchange, and Word of Shielding level 1 runepriest at-will attack powers should follow suit and gain the following line below their Hit lines:
    Level 21: 2[W] + Strength modifier damage.

    The Rune of Allied Effort level 25 runepriest daily attack power is simply the Rune of Shielding level 9 daily attack power with an additional 3[W] damage added on. This fails to do justice to a power of such epic stature. The Rune of Allied Effort's Target, Attack, and Effect lines should therefore be altered into the following:
    Target: One or two creatures
    Attack: Strength vs. Reflex
    Effect: Until the end of the encounter, the target is considered an enemy by the area and close powers of all creatures, and when the target is included as a target of a close or area attack that also includes you and your allies, you and each ally included in the attack can choose to not be targeted by it.
    >> Anonymous 03/13/10(Sat)22:13 No.8572473
         File1268536436.jpg-(98 KB, 588x665, Iku Tenshi Fishing Rod.jpg)
    98 KB
    • Force Punch, Kinetic Trawl, Dread Spiral, Intellect Fortress, and Space Vortex.
    http://community.wizards.com/go/thread/view/75882/22655225

    The Force Punch level 1 psion at-will attack power is unspeakably ill-designed. It is a melee 1 power on a ranged controller class. Consider that for a moment. Instead of a Melee 1 power, it should be a Melee 5 power, expanding its versatility. In addition, it should have the following line below its Hit line:
    Special: You can use this power unaugmented as a melee basic attack.

    The Kinetic Trawl level 1 psion at-will attack power lacks the Augmentable keyword. Instating it would only be proper. In addition, it is also fairly underpowered due to a pull 1 effect being of little value to a controller class and nowhere on the level of, say, a slide 1. To rectify this issue, its Hit line should be corrected as follows:
    Hit: 1d8 + Intelligence modifier force damage, and you pull the target 2 squares.

    Speaking of miserable powers, the Dread Spiral level 7 psion at-will attack power could use the same upgrade that Kinetic Trawl deserves. Its Hit line should be replaced by the following:
    Hit: 1d10 + Intelligence modifier force damage, and you slide the target 2 squares.
    >> Anonymous 03/13/10(Sat)22:15 No.8572502
         File1268536536.jpg-(135 KB, 700x680, Yukari Ran Gap Sky.jpg)
    135 KB
    The Intellect Fortress level 2 psion encounter utility power is distinctly a Telekinetic Focus psion power in theme, down to a barrier of force being described in its flavor text, and yet, it is driven by the secondary score of the Telepathy Focus psion. This can be remedied by simply replacing "Charisma" with "Wisdom or Charisma."

    The Space Vortex level 23 psion at-will attack power's augment 6 version allows you to deposit the target in "an unoccupied space of your choice that you can see," with no restriction whatsoever. Placing the target in a square at the highest point in your vision, be it the sun or the moon, should not be possible with what is effectively a level 23 encounter attack power. Additionally, what occurs if the target succeeds on its saving throw against the teleportation into a square where it would take falling damage is completely indiscernible. To repair this drastic issue while keeping the power at an appreciable level of potency, I propose that its Hit line be revised to the following:
    Hit: 2d12 + Intelligence modifier force damage, and the target is removed from play. At the end of your next turn, the target reappears prone in an unoccupied space of your choice that you can see, but not a space with hindering terrain or a space where it would fall.
    >> Anonymous 03/13/10(Sat)22:17 No.8572523
         File1268536652.jpg-(149 KB, 480x640, Satori Rincat Chair.jpg)
    149 KB
    All of the above is to be compiled into a substantially more organized errata PDF once I find the time. Do not hesitate to submit your own threads to the board. Though we may never be listened to, it is worth our efforts regardless, and there is naught that can be lost as we attempt to bring to the eyes of Wizards of the Coast the issues plaguing the Player's Handbook 3. Please be sure to check if a problematic option has already been brought up by others, of course.

    In other news, now that we have access to a scan of the Player's Handbook 3, I can now bring to fruition my runepriest handbook, a guide that, once completed, shall serve as a comprehensive and aidful guide for anyone seeking mechanical advice on the construction of a runepriest or hybrid runepriest character:
    http://community.wizards.com/go/thread/view/75882/22603713
    http://community.wizards.com/go/thread/view/75882/22603713/The_Divine_Spirit_of_Language:_A_Runeprie
    st_Handbook

    I have also entertained the notion of the beginning work on a dedicated Telepathy Focus psion handbook, as I am disheartened by how the Intelligence/Wisdom psion had failed to live up to my expectations (http://suptg.thisisnotatrueending.com/archive/8527306), though I am wary of the fact that most assessments of level 7, 13, 23, and 27 at-will powers shall end in an exasperated comment along the lines of "Is taking this power worth replacing the extremely cost-effective Dishearten or Mind Thrust? Most likely not."

    That is all.
    >> Anonymous 03/13/10(Sat)22:25 No.8572543
    >stating that the player's handbook 3 has errors in it
    >not mentioning that it's a 4e book, or that its only purpose is to steal money from the tools who read the core books, and then bought the supplements anyway
    >> Anonymous 03/13/10(Sat)22:30 No.8572575
    >>8572543

    >Implying that the goal of every major company isn't to make money, and that trying to make money makes WotC bad or evil, and this is "stealing"

    >Implying that the book technically doesn't come out for another three days and we didn't all pirate it
    >> Anonymous 03/13/10(Sat)22:33 No.8572584
    >>8571582

    Are you fucking retarded? Who could possibly think that by dealing the thunder dmg from the power to the second enemy it would trigger the dmg on the other enemy? Use some fucking common sense. That was the FIRST power you described as "broken," so I won't even bother looking at the others.

    Try going by RAI, not RAW.
    Or at least try thinking just a little bit, instead of "DURR SAYS DMG MEANS FOREVER LOOP!"
    >> Anonymous 03/13/10(Sat)22:34 No.8572591
    Touhou, would you mind giving my homebrew race a once-over to see if it works mechanically/could work better mechanically?

    Thread here: >>8572149
    >> Anonymous 03/13/10(Sat)22:34 No.8572593
    Hey TF, I'm trying to put together a Level 4 Minotaur Defiant Runepriest for a game this Thursday and I've run into a problem as far as feats go. The DM is giving expertise feats for free at 5th level, but I'm struggling to figure out what feats I should be getting besides. I picked up Weapon prof. Triple-headed Flail already, so if you have any suggestions for cool feats I'm all ears.
    >> Anonymous 03/13/10(Sat)22:34 No.8572595
    If you stop writing this shit in such a retarded fashion, WotC is more likely to listen. Keep it Simple, Stupid. Good writing is concise.

    Also, your battlemind rewrite is shit.

    >>8572543
    >I have Asperger's and an IQ below 90
    >> Anonymous 03/13/10(Sat)22:35 No.8572620
    rolled 2 = 2

    >>8572575
    Amusingly, there's been enough discussion about the PHB3 that I thought it was already on the shelves; I was actually just at the store intending to pick a copy up, or at least browse through it.
    >> Anonymous 03/13/10(Sat)22:36 No.8572631
    Wow, Wizards reeally hates psionics.


    Nothing new here...
    >> Anonymous 03/13/10(Sat)22:37 No.8572646
    >>8572584
    >implying some aspie wouldn't make the connection that Touhou did.

    He made a valid point. Its shit like that that makes power builds infamous.
    >> Anonymous 03/13/10(Sat)22:38 No.8572672
    >>8572196

    Also, dumbass, It's a DC10 Heal check to spark a SECOND WIND on a target, which is once per encounter, if they HAVE NOT used their second wind. To stabilize the dying, you need a DC15, which DOES NOT bring the target back up, just lets them not make death saves. Learn the fucking rules before bitching about shit.
    >> Anonymous 03/13/10(Sat)22:39 No.8572684
    >>8572584
    RAI vs. RAW fights always end in a bloodbath of rules lawyering and raging DMs. Better to leave no doubt.

    Remember, Steel Cascade (iirc) caused a similar near-infinite damage loop straight outta PHB1.
    >> Anonymous 03/13/10(Sat)22:47 No.8572747
    >>8572684

    But theres a difference between a poorly worded power that actually lets you attack 14 times, and a power that is obvious to me and everyone else I play with. Any amount of common sense would tell you that is retarded.

    You know, in the rules, it doesn't actually say you can't shift 1 square into the air. So, I can do it, right?
    >> Anonymous 03/13/10(Sat)22:51 No.8572824
    >>8572747
    We call that "jumping". Its an Athletics test.
    >> Anonymous 03/13/10(Sat)22:52 No.8572844
         File1268538766.jpg-(178 KB, 504x600, Akyu Scroll Writing.jpg)
    178 KB
    >>8572584

    The purpose of errata is to excise game balance issues and ambiguity from the system. The very fact that you bring up that the power must be read through the rules-as-interpreted rather than through the rules-as-written is a strong indicator of ambiguity, no? After all, should the power have been written in a more sensible manner, we would not be discussing this to begin with. Better to have errata and not need it than to not have it and spark rules arguments here and there.

    >>8572591

    In a while.

    >>8572593

    Weapon Proficiency (Bastard Sword) and the Battle Awareness fighter multiclass feat are what I suggest you select as your level 1 and 2 feats respectively. The former liberates you from the tyrannous demesne of simple melee weapons, whereas the latter gains you one free melee basic attack each encounter and training in an additional skill to boot. For your level 4 feat, Weapon Expertise (Heavy Blades) would be an excellent choice. At level 5, you can then retrain it into either Weapon Focus (Heavy Blades) for a +1 bonus to damage rolls or Bloodied Ferocity for a quasi-reliable free melee basic attack each encounter. Whatever you do not select at level 5 is what should be your level 6 feat.

    I recommend a bastard sword over a triple flail as you can opt for a Sunblade Bastard Sword +1 as your level 4 item and a Siberys Shard of Radiance +1 as your level 3 item, allowing all of your attacks to deal radiant damage and gaining you a +1 bonus to your damage rolls as well.

    >>8572672

    A DC 10 Heal check is all it takes to allow an unconscious character to expend her second wind without spending an action to do so. This comes with the disadvantage of being inapplicable should the character have already used up her second wind during the encounter, in which event a DC 15 Heal check to stabilize the character is necessary. With all of this taken into account, Healer's Gift is not of a satisfactory level of effectiveness.
    >> Anonymous 03/13/10(Sat)22:57 No.8572910
    >>8572844

    >Healer's Gift is not of a satisfactory level of effectiveness.

    >I'm an idiot who thinks of everything in terms of "theory" and has never bothered to think what it might be like to have a difficult encounter where the healer goes down, like my PC's did last night. Also, I use fancy words to try and make my BLATANT OPINION seem like fact.

    Fixed.
    >> Anonymous 03/13/10(Sat)22:58 No.8572920
    Touhou fag, I think you may be autistic. But instead of being a savant in math or piano (or something else socially acceptable) you're a savant in obscure rpg optimization and exploitation.

    PS. tabletop RPGs are not computer games, a power can work fine if YOU use it correctly. The "code" in the book can be flawed.
    >> Anonymous 03/13/10(Sat)23:03 No.8573001
    >>8572844
    I asked my DM about retraining initially and he just responded with "Just don't take the feat in the first place". So Bloodied Ferocity as the next pick?
    >> Anonymous 03/13/10(Sat)23:06 No.8573013
    >>8572910
    >fancy words

    ...TF's about par for the course when it comes to literacy here on /tg/. Also, considering he learned English as a second language, its pretty fucking spot on. Not that I can say the same for some other posters...
    >> Anonymous 03/13/10(Sat)23:18 No.8573030
    >>8572910
    >Implying Heal Checks are even used 70% of the time with the prevalence of healing powers even on strikers.
    >> Anonymous 03/13/10(Sat)23:28 No.8573109
         File1268540931.jpg-(62 KB, 600x463, Eirin Syringe.jpg)
    62 KB
    >>8572747

    Common sense and rational thought are qualities that most possess, yet their presence does not pardon a power for being poorly-designed and generative of multitudes of rules debates such as the one that is currently transpiring. Errata given to a power such as Harmonious Thunder, Wormhole Plunge, or Space Vortex harms noone: it pleases those who would prefer to see the rules be well-written and is of no hindrance to those who could care less of such mechanical issues.

    >>8572910

    A DC 10 Heal check can remedy the issue of the party's leader being knocked unconscious, especially when such characters are not as likely to use their second wind as, say, a defender.

    >>8572920

    Those in the RPGA must adhere to the rules-as-written as strictly as possible. For the most part, this causes no issues due to the system being robust enough at the heroic tier and the low paragon tier to support playing the system completely by the rules-as-written, though anomalies such as Harmonious Thunder and Wormhole Plunge are detrimental to the stability of the system for such players.

    >>8573001

    Weapon Focus (Heavy Blades) or Bloodied Ferocity should be your level 4 feat, yes. Your at-will powers should be simple enough to select, as they should be the two Strength/Wisdom-based powers of Word of Binding and Word of Exchange. Divine Rune of Thunder or Executioner's Call would make a fine level 1 encounter power, and you have your choice between Rune of Endless Fire or Rune of the Undeniable Dawn for your level 1 daily power. Rune of the Final Effort is an excellent level 2 encounter utility power, and the destruction version of the Symbol of Wrath Reversed makes it a good choice even for a Defiant Word runepriest.
    >> Anonymous 03/13/10(Sat)23:28 No.8573112
    >>8573030
    >implying anyone uses 4e
    >> Anonymous 03/13/10(Sat)23:36 No.8573230
    >>8573112
    I agree, Shadowrun 4e is shit.
    >> Anonymous 03/13/10(Sat)23:45 No.8573282
    >>8572591
    Still here, touhou =D
    >> キタ━━━━━━(゚∀゚)━━━━━━ !!!!! 03/13/10(Sat)23:45 No.8573289
    >>8573013
    Yeah, his posts are more readable than many native speakers here. Then again our public education system sucks ass.
    >> Anonymous 03/13/10(Sat)23:47 No.8573309
    This isn't really an erratum issue but they should really REALLY let Psionic classes with the Augmentation feature possess more than 3 augmentable at-wills. 4 or even 5 total would be nice. Power replacement (aside from retraining) shouldn't take place until Paragon.
    >> Anonymous 03/14/10(Sun)00:07 No.8573496
         File1268543274.jpg-(337 KB, 1500x1060, Koishi Cooking Kitchen.jpg)
    337 KB
    >>8573309

    I believe that the power mechanics of the ardent, the battlemind, and the psion were an utter failure due to the fact that the most optimal strategy for selecting your three at-will powers is, with a diminutive handful of exceptions, to have them all be heroic-tier powers. This is because such powers continue to scale at the paragon and epic tiers as much as they do at the heroic tier. The 2-point augments of heroic-tier at-will powers are much more economical than the 4- and 6-point augments of paragon- and epic-tier powers, and worse still is that level 23 and level 27 powers, when unaugmented, do not deal the 2[W]-equivalent damage appropriate for an epic-tier at-will power. For a D&D 3.5 analogy, imagine if the damage of the 2nd-level Energy Missile was tied to your manifester level rather than the power points spent, significantly reducing the value of the 4th-level Energy Ball.

    An optimal level 22 psion, for example, still uses the same three at-will powers that she had at level 3: Betrayal, Dishearten, and Mind Thrust. With a Charisma modifier of +8, a 2-point Dishearten inflicts a -8 penalty to attack rolls against an area burst 1, whereas a 2-point Mind Thrust imposes a -8 penalty to all defenses on a single creature. Mind you, a psion of this level has 11 power points (13 with a psionic paragon path). She can afford a 2-point augment for five rounds each encounter, effectively owning virtual at-will powers.

    Likewise, an optimal level 30 Mantle of Elation ardent with 15 power points (17 with a psionic paragon path) still uses Demoralizing Strike, Energizing Strike, and Forward-Thinking Cut as her three at-will powers. Can you really blame her when an unaugmented Energizing Strike doles out 24 temporary hit points at level 30 with a +9 Charisma modifier?
    >> Anonymous 03/14/10(Sun)00:28 No.8573837
         File1268544529.png-(136 KB, 637x637, Momiji Blade Shield Deflect.png)
    136 KB
    >>8571752

    >Effect: If the target had hit and dealt damage, it takes force and psychic damage equal to its highest damage roll result for the attack. If the target missed, it rerolls the triggering attack against itself without the -2 penalty from your mark and without provoking opportunity attacks. If it hits, it takes only the damage and no other effects from its attack.

    Looking over this once again, a greater level of clarity and functionality could be achieved through the following:
    Effect: If the target had hit and dealt damage, it takes force and psychic damage equal to its highest damage roll result for the attack. If the target missed, it rerolls the triggering attack against itself without the -2 penalty from your mark and without provoking opportunity attacks. If it hits, it takes the damage of its attack as force and psychic damage and no ongoing damage or other effects from the attack.
    >> Anonymous 03/14/10(Sun)01:42 No.8575039
    offtopic: I've been slacking on my /tg/ but did touhoufag already review the Dragon #385 luckbender Sorcerer article, and the Power of Dragons article? Post links to articles please?
    >> Anonymous 03/14/10(Sun)03:22 No.8575598
         File1268551369.jpg-(457 KB, 2362x3149, Reimu Dragon Keiga.jpg)
    457 KB
    >>8575039

    They have been on my priority list for the past few days, but they were ultimately lower in priority than the analysis of the Player's Handbook 3. Do have the articles in question for now:

    http://rapidshare.com/files/363113685/Dragon_385_Class_Acts_Sorcerer.pdf
    http://www.mediafire.com/download.php?2z5myz0zgeu

    http://rapidshare.com/files/363113769/Dragon_385_Power_of_Dragons.pdf
    http://www.mediafire.com/download.php?qn11umvwy1d
    >> Anonymous 03/14/10(Sun)03:46 No.8575848
    >>8575598

    Awesome! Thanks. I don't suppose you have the Kalashtar article lying around, do you?
    >> Anonymous 03/14/10(Sun)03:48 No.8575864
         File1268552903.jpg-(391 KB, 660x736, Koishi Flowers Black.jpg)
    391 KB
    >>8575848

    That I do.

    http://rapidshare.com/files/360465614/Dragon_384_Power_of_the_Mind_The_Kalashtar.pdf
    http://www.mediafire.com/download.php?yao0ojiiy4i

    You can view an archived version of the review thread here:
    http://archive.easymodo.net/cgi-board.pl/tg/thread/8470189
    >> Anonymous 03/14/10(Sun)03:51 No.8575906
    >>8575864

    I am in your debt once again! I'm hoping this will help out out with a Dreamwalker spy I'm building.
    >> Anonymous 03/14/10(Sun)04:10 No.8576046
    >>8575598
    ah mucho thanks TF.

    also: goddammit, FIVE dragonborn PPs and a flavorful lucky chaos sorcerer PP, but kalashtars got dick.
    >> Anonymous 03/14/10(Sun)06:04 No.8577257
    >>8575598
    Is that Keiga the tide star form magic?
    >> Anonymous 03/14/10(Sun)06:33 No.8577524
         File1268562782.jpg-(239 KB, 1700x1180, Koishi Petals.jpg)
    239 KB
    >>8573496

    >the ardent, the battlemind, and the psion

    Upon a second inspection, while my assessment accurately describes the ardent and the psion, the battlemind is best off working her way through increasingly higher-level powers such as Lightning Rush, Brutal Barrage, and Brilliant Recovery.
    >> Sorain 03/14/10(Sun)07:25 No.8578024
    I hate to say this. But that is a LOT of errata for one book this quickly. Worse, it makes sense from whats presented here. You begin to wonder how much they are being rushed to publish. I have impatence as much as anyone, but this is...
    >> Anonymous 03/14/10(Sun)09:25 No.8579019
    >>8578024
    I'm guessing it was rushed.
    >> Anonymous 03/14/10(Sun)19:30 No.8584947
    It's barely out and already erratas? Isn't the next one due May?
    >> Anonymous 03/14/10(Sun)22:01 No.8586290
    It was rushed because they're losing so much money on 4e that they're dropping any pretense at balance or good gameplay and trying to pull another 3.5 fiasco on themselves. You can expect further stupidity as time goes on; 4e has had its short balanced heyday and will now devolve into more 3.5 style trash with more limitations on how you can alter the game to be run outside of pure homebrew.
    >> Anonymous 03/14/10(Sun)22:03 No.8586324
    >>8586290
    I love empty speculation, don't you? SPOILER: Splats never hurt 3e's balanced, the shit that tanked it was all in the core.
    >> Anonymous 03/14/10(Sun)22:03 No.8586340
    Too many errata, rushed to publish? Oh, that can't be, you're starting to sound like you think Wizards is DOING A BAD THING, which cannot happen as I just got summarily informed. This is what customers want.
    >> Anonymous 03/14/10(Sun)22:04 No.8586346
    >>8586324
    *balance
    >> Anonymous 03/14/10(Sun)22:33 No.8586801
    >>8586290
    > they're losing so much money on 4e

    Citation?
    I've done some superficial digging to find sales numbers, and it's been pretty futile as yet.

    Myself, I thought they may have rushed it out in order to get it on the shelves before the Dark Sun book drops... but checking the release sched shows DS isn't til August. Perhaps the recent round of layoffs cut too many editors?
    >> Anonymous 03/14/10(Sun)22:37 No.8586854
    >>8584947
    This is all player-suggested errata. No official errata has been given.

    >>8586324
    >Splats never hurt 3e's balanced, the shit that tanked it was all in the core
    These points are not mutually exclusive.

    Splats rarely helped 3e's balance.

    >>8586290
    I'd love to see some hard evidence of your claims.
    >> Anonymous 03/15/10(Mon)02:17 No.8590186
         File1268633841.jpg-(10 KB, 400x236, thisthreadagain.jpg)
    10 KB
    >> Anonymous 03/15/10(Mon)02:22 No.8590261
         File1268634177.jpg-(63 KB, 508x595, obamasip.jpg)
    63 KB
    >>8590186
    >> Anonymous 03/15/10(Mon)02:46 No.8590631
    >>8586801
    When, long ago, the gods created Earth
    In Iove's fair image Man was shaped at birth.
    The beasts for lesser parts were next designed;
    Yet were they too remote from humankind.
    To fill the gap, and join the rest to Man,
    Th'Olympian host conceiv'd a clever plan.
    A beast they wrought, in semi-human figure,
    Filled it with vice, and called the thing a nigger.
    >> Anonymous 03/15/10(Mon)03:06 No.8590948
    >>8586854
    Give it six months. The hard evidence will present itself.
    >> Anonymous 03/15/10(Mon)04:38 No.8592014
    A decent jab at fixing some of the problems with the PHB3. I like it.
    >> Anonymous 03/15/10(Mon)04:55 No.8592224
    >>8592014
    But it shouldn't be necessary.
    >> Anonymous 03/15/10(Mon)05:01 No.8592304
    >>8592224
    It shouldn't, but the problems are there and need to be fixed.
    >> Anonymous 03/15/10(Mon)06:49 No.8593480
    >>8590948
    In other words, you have no evidence.

    That you could even convince yourself is too ridiculous for belief.
    >> Anonymous 03/15/10(Mon)06:53 No.8593533
    >>8590948
    That's what they said six months ago. People have been saying "herp 4E is tanking" from the start.

    >>8593480
    4E hate is like a religion.
    >> Anonymous 03/15/10(Mon)12:02 No.8596755
    I don't like some of the changes here, like the ones to the Time Bender and some of the skill powers, but overall I'd say you've done good here.
    >> Anonymous 03/15/10(Mon)12:03 No.8596762
    >>8596755
    I hate you with everything I have.
    >> Anonymous 03/15/10(Mon)14:00 No.8598061
    >>8596762
    Your suffering amuses.
    >> Anonymous 03/15/10(Mon)17:44 No.8601186
    >>8596762
    You have nothing.
    >> Anonymous 03/15/10(Mon)17:49 No.8601280
    please don't taunt precious touhou by associating it with shitty 4e
    >> Anonymous 03/15/10(Mon)20:03 No.8603366
    >>8601280
    They're both objectively shit.
    >> Anonymous 03/15/10(Mon)20:15 No.8603587
         File1268698541.png-(36 KB, 500x500, LAVA RAGE.png)
    36 KB
    >>8603366

    >objectively shit
    >objectively
    >OBJECTIVELY
    >> Anonymous 03/15/10(Mon)22:24 No.8605202
         File1268706242.jpg-(386 KB, 554x800, Akyu Notebook.jpg)
    386 KB
    >>8596755

    The errata that I present in this thread is modular. You can use none, some, or all of it as you see fit.
    >> Kreigfag !4owhN0wAdY 03/15/10(Mon)22:25 No.8605221
    >>8603366
    You don't know what objectively means, do you?
    >> Anonymous 03/15/10(Mon)23:11 No.8605968
    >>8603587
    >>8605221
    trolled like little bitches
    >> Anonymous 03/16/10(Tue)03:23 No.8609930
    >>8575864
    >>8575598
    any have links for the new Class Acts: Assassin article from Dragon #385?
    Hybrid Assassin yes please (and some more racial feats)



    [Return]
    Delete Post [File Only]
    Password
    Style [Yotsuba | Yotsuba B | Futaba | Burichan]