Talk:Partisan: Difference between revisions
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(Created page with "* Partisan (was Cromlech) character class = primary tank class, as alternative to fighter ** doesn't move much, brings things to him; forced movement and movement reduction po...") |
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== Theme == | |||
** | primary tank class | ||
** | * secular, rather than religious | ||
* agents for change, but (sometimes) within the constraints of the law or local government (community organizers?) | |||
* have some goal or political agenda, usually grand in scope: | |||
** e.g. end slavery, win the war against neighboring country, abolish all dancing (Footloose), eradicate a particular faith, weed out all spies from the empire, etc. | |||
** should choose a goal at creation, but can change as time passes. It's less about achieving their goal, or even staying true to it, than it is about them ''having'' a goal. | |||
** unlike paladins, they don't lose anything if they change goals, or completely change alignments -- instead, they lose their mojo if they're ever left without a goal to seek | |||
== zone == | |||
* stance, swift to activate, free to sustain | |||
* creates 5-foot aura around partisan, enemies in aura treat it as rough terrain and are marked by partisan until start of his next turn | |||
** | * enemies remain marked even if they leave the zone | ||
* can expand radius of aura 5 feet with 1 quintessence | |||
* can slide one marked foe each round as a free action, can slide additional foes for swift/move/standard actions | |||
** swift - one foe | |||
** move - two foes | |||
** standard - all marked foes | |||
* at higher levels, difficult terrain expands to other/all movement types | |||
* while in stance, movement by the partisan is very limited (akin to CoH Stone tank's "rooted" and "mudpots" powers) | |||
** at low levels, 5 feet of movement as move action (no 5-foot steps) | |||
** at higher levels, can be any movement type, ignores difficult terrain | |||
** at higher levels, can move as a swift instead of a move? (once per encounter?) | |||
** maybe give them a power that lets them get into their "center of the fight" location early in the battle more cheaply? | |||
== stickiness == | |||
* warded zone is hard to leave, and easy to get pulled back into. | |||
* can split damage with allies in zone (before defenses are applied) to gain quintessence | |||
== durability == | |||
* would like to keep partisan as different from fighter-based tank as possible. Should feel completely different. | |||
* suggestions: | |||
** high hit points / ac | |||
"" fast healing | |||
** partial / total negation of attacks some of the time | |||
** share damage between allies | |||
** maybe some status condition reduction ability (similar to fast healing? | |||
** DR and ER should only come from external (non-class) sources (adamantine, shield, etc.) | |||
* spend 1 quintessence to mitigate an attack (reduce/negate) (immediate action) | |||
* spend 1 quintessence to reduce a status condition one step (free action) | |||
== resources == | |||
Need to make sure that 1/3rd of resources are used up each combat... perhaps quintessence is more like Ki pool, limited by day, instead of accumulating each round? | |||
* would allow resource to be separate from hit points, meaning that fast healing could be on all the time. | |||
** maybe give a way to turbo-charge fast healing during combat, but costing quintessence? | |||
* could give a way to gain quintessence as an action or by sacrificing some other thing | |||
** share damage with an ally in the zone, to gain quintessence? | |||
== paths == | |||
* '''Zealot''' | |||
** higher damage path? | |||
** can also mark and slide a foe once per round that is outside of his zone? (swift?) | |||
* '''Inquisitor''' | |||
** inflicts more status conditions / debuffs? | |||
** needs something that works against roles (without trivializing the role) | |||
* '''Samaritan''' | |||
** better healer, splitting damage w/allies mechanic is more efficient/effective | |||
** faster regen | |||
* '''Dissident''' | |||
** toughest path | |||
** saving throw re-rolls | |||
** gains 1 element that heals instead of harms | |||
*** limited set of available energy types, but changeable via quintessence |
Revision as of 16:04, 25 April 2017
Theme
primary tank class
- secular, rather than religious
- agents for change, but (sometimes) within the constraints of the law or local government (community organizers?)
- have some goal or political agenda, usually grand in scope:
- e.g. end slavery, win the war against neighboring country, abolish all dancing (Footloose), eradicate a particular faith, weed out all spies from the empire, etc.
- should choose a goal at creation, but can change as time passes. It's less about achieving their goal, or even staying true to it, than it is about them having a goal.
- unlike paladins, they don't lose anything if they change goals, or completely change alignments -- instead, they lose their mojo if they're ever left without a goal to seek
zone
- stance, swift to activate, free to sustain
- creates 5-foot aura around partisan, enemies in aura treat it as rough terrain and are marked by partisan until start of his next turn
- enemies remain marked even if they leave the zone
- can expand radius of aura 5 feet with 1 quintessence
- can slide one marked foe each round as a free action, can slide additional foes for swift/move/standard actions
- swift - one foe
- move - two foes
- standard - all marked foes
- at higher levels, difficult terrain expands to other/all movement types
- while in stance, movement by the partisan is very limited (akin to CoH Stone tank's "rooted" and "mudpots" powers)
- at low levels, 5 feet of movement as move action (no 5-foot steps)
- at higher levels, can be any movement type, ignores difficult terrain
- at higher levels, can move as a swift instead of a move? (once per encounter?)
- maybe give them a power that lets them get into their "center of the fight" location early in the battle more cheaply?
stickiness
- warded zone is hard to leave, and easy to get pulled back into.
- can split damage with allies in zone (before defenses are applied) to gain quintessence
durability
- would like to keep partisan as different from fighter-based tank as possible. Should feel completely different.
- suggestions:
- high hit points / ac
"" fast healing
- partial / total negation of attacks some of the time
- share damage between allies
- maybe some status condition reduction ability (similar to fast healing?
- DR and ER should only come from external (non-class) sources (adamantine, shield, etc.)
- spend 1 quintessence to mitigate an attack (reduce/negate) (immediate action)
- spend 1 quintessence to reduce a status condition one step (free action)
resources
Need to make sure that 1/3rd of resources are used up each combat... perhaps quintessence is more like Ki pool, limited by day, instead of accumulating each round?
- would allow resource to be separate from hit points, meaning that fast healing could be on all the time.
- maybe give a way to turbo-charge fast healing during combat, but costing quintessence?
- could give a way to gain quintessence as an action or by sacrificing some other thing
- share damage with an ally in the zone, to gain quintessence?
paths
- Zealot
- higher damage path?
- can also mark and slide a foe once per round that is outside of his zone? (swift?)
- Inquisitor
- inflicts more status conditions / debuffs?
- needs something that works against roles (without trivializing the role)
- Samaritan
- better healer, splitting damage w/allies mechanic is more efficient/effective
- faster regen
- Dissident
- toughest path
- saving throw re-rolls
- gains 1 element that heals instead of harms
- limited set of available energy types, but changeable via quintessence