Talk:Partisan: Difference between revisions

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== Theme ==
==Alternative Ideas==
primary tank class
These ideas can be used in the event that playtesting identifies issues with the playability of the partisan.
* 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


* reason bailiwick
=== Static Zone ===
* Instead of Intractable Ground always moving with the partisan, the zone becomes something the partisan must "plant".  This would mean it is no longer an aura, though I guess it could still be a stance?
* Partisan could move around within the zone, but if they leave the zone, it resets to its base size (10 feet).
* Any round in which the partisan does not leave the zone, it grows 5 feet.
* When the zone grows, the partisan may also move it up to 5 feet in any direction.


* d12 hit dice
=== Aggressive Healing ===
d10, same as fighter?
* Instead of fast healing, and a separate self-heal, partisan could get a healing pool that builds each round, which they could use at any time.  This would be dice-based instead of a flat number.
* We could, if the class still feels too weak, cause any over-healing to create bonus hit points, akin to the barbarian's, which would stack with temp hit points (if any).


(Reese) I chose d12's because they're a regen-tank, so they need more HP's, and also because there's no other class with a d12 any more
=== Less Bonus Damage ===
 
* If the partisan's damage proves to be too high, we could tie their bonus damage to how hurt they are. The more hurt, the more damage they deal.  (I'm not sure this really fits with the theme of the class, however.)
* WIS, STR, and CON are primary stats -- most class features derived from WIS, but high STR and CON will make them better tanks.
 
* all simple, martial weapons, all light, medium, and heavy armors.  Does not get shield proficiency (but can take it, if they want)
 
* no currency necessary (was Conviction)
 
== common features==
* every attack includes a slide 1 (scales up to slide 4); need not end slide in zone, though probably want to.
* immediate/swift to take a move action; does not count as movement for purposes of expanding aura this round.
x times per round and only inside their zone?  ie, they can move around without provoking as a swift, but only inside their zone?
 
** at higher levels, resolve as charge action, but doesn't end turn.
** at higher levels, resolve as PBAoE (a la shield charge from CoH)
** at higher levels, larger PBAoE, and one target (charge target) is knocked prone if hit (in addition to damage).
* scaling bonus to-hits (up to +6)
* precision damage versus enemies in zone (scaling)
* self heal, usable 3 + WIS/day, which heals self 1d8 per 2 Partisan levels, + WIS modifier
** move action to use, but can use as swift action if at least 3 enemies in zone.
* fast healing (equal to 3 + partisan level)
 
1d6 plus partisan level?  this would allow us to add more d6 aka quarry pool if we decide its needed
 
* move action once per encounter(?), pull all enemies within 30 - 80 ft. (scaling) up to 2-5 squares (scaling) closer (regardless of reach).
 
== zone ==
* stance, swift to activate, free to sustain
* creates 10-foot aura around partisan, enemies in aura treat it as difficult terrain (all move types except teleport)
* can expand radius of aura by 5 feet if they move no more than 5 feet during their turn.
* partisan can always attack any enemy in zone, regardless of reach
* while in stance, movement by the partisan is very limited (akin to CoH Stone tank's "rooted" and "mudpots" powers)
 
cannot move outside of zone without breaking stance?
 
(Reese) zone moves with them, so this gets harder to visualize. also, I want them to become slightly more mobile at higher levels.
 
** at low levels, 5 feet of movement only, or cannot expand aura radius
** at higher levels, ignores difficult terrain during any 5-foot step
** at higher levels, increases to 10, 15 and 20 feet. Never goes over 20 feet.
* allies in zone who are knocked [[Prone]] (incl. voluntary) are instead [[Quelled]]
* swift action: slide an enemy in zone 2-5 (scaling) squares; do not need to end in zone
* as an immediate action, can split damage with an ally in the zone, taking half themselves.
** get scaling DR to resist this damage (but not normal damage directed at them)
* spend a swift action to make a [[Prone]] enemy become [[Splayed]] instead.
 
 
* '''stickiness''' --- does '''not''' get free attacks against foes who ignore him. Must achieve stickiness through slides and splitting damage w/allies
 
== 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
 
miss chance? x times per day, miss chance = wisdom stat (not mod) plus partisan level?
 
  (Reese) that's a good idea.  I may add that in, though I think I'd prefer increments of 5% so a d20 can be used, instead of d100 (which I hate)
 
** 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.)
 
== resources ==
* self heal is quite limited, and should be used up after around 3 fights (adjust quantity and quality to make this so)
* may also want to add some limits to other powers, if we feel it is necessary... like fast healing (10 rounds per day, free to activate)?
 
 
== paths ==
===Zealot:===
highest damage path, strength of their convictions
{| class="ep-default" width="95%"
|-
| 1 || add WIS to all damage
|-
| 5 || swift action: attack an enemy within 20 feet, dealing damage and sliding them up to 4 squares; must end slide inside your zone.
|-
| 10 || 25 ft, slide up to 5 squares
|-
| 15 || 30 ft, slide up to 6 squares
|-
| 20 || two enemies with 30 ft., slide up to 6 squares
|-
| 25 || two enemies within 35 ft., slide up to 7 squares
|-
| 30 || two enemies within 40 ft., slide up to 8 squares
|-
| 35 || two enemies you can see, slide up to 10 squares
|}
===Inquisitor===
more status conditions / debuffs - can affect roles; more concerned with how convicted other people are than themselves
{| class="ep-default" width="95%"
|-
| 1 || add WIS to Reflex saves (in addition to DEX)
|-
| 5 || swift action: make a maneuver offense check to inflict a -2 penalty on saving throws of one enemy in zone until start of your next turn. Works on roles.
|-
| 10 || up to two enemies in zone
|-
| 15 || -3 penalty
|-
| 20 || up to 3 enemies in zone
|-
| 25 || -4 penalty
|-
| 30 || up to 4 enemies in zone
|-
| 35 || all enemies in zone
|}
===Samaritan===
best healer; believes convictions can best be spread through goodwill and trust
{| class="ep-default" width="95%"
|-
| 1 || add WIS to fast healing
|-
| 5 || swift action: can reduce a status condition of one creature in zone (including self) by 1 step.
|-
| 10 ||
|-
| 15 || up to two creatures in zone
|-
| 20 ||
|-
| 25 || up to three creatures in zone
|-
| 30 ||
|-
| 35 || all creatures in zone
|}
===Dissident===
toughest path; believes convictions must be leveraged to change the status quo
{| class="ep-default" width="95%"
|-
| 1 || add WIS to AC (including FF and Touch)
|-
| 5 || choose one energy type (from fire, cold, electricity, acid, sonic, negative, and positive). As swift action, gain ER equal to Partisan level against that chosen energy type.
|-
| 10 || choose a second energy type; swift action activates ER for all selected energy types
|-
| 15 || choose a third energy type; swift action activates ER for all selected energy types
|-
| 20 || choose a fourth energy type; swift action activates ER for all selected energy types
|-
| 25 || choose a fifth energy type; swift action activates ER for all selected energy types
|-
| 30 || choose a sixth energy type; swift action activates ER for all selected energy types
|-
| 35 || swift action grants ER (partisan level)/- (all energy types except Primal) until start of next turn.
|}

Revision as of 12:37, 25 August 2017

Alternative Ideas

These ideas can be used in the event that playtesting identifies issues with the playability of the partisan.

Static Zone

  • Instead of Intractable Ground always moving with the partisan, the zone becomes something the partisan must "plant". This would mean it is no longer an aura, though I guess it could still be a stance?
  • Partisan could move around within the zone, but if they leave the zone, it resets to its base size (10 feet).
  • Any round in which the partisan does not leave the zone, it grows 5 feet.
  • When the zone grows, the partisan may also move it up to 5 feet in any direction.

Aggressive Healing

  • Instead of fast healing, and a separate self-heal, partisan could get a healing pool that builds each round, which they could use at any time. This would be dice-based instead of a flat number.
  • We could, if the class still feels too weak, cause any over-healing to create bonus hit points, akin to the barbarian's, which would stack with temp hit points (if any).

Less Bonus Damage

  • If the partisan's damage proves to be too high, we could tie their bonus damage to how hurt they are. The more hurt, the more damage they deal. (I'm not sure this really fits with the theme of the class, however.)