Difference between revisions of "Talk:Marshal (3.5e Class)"
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Tarkisflux (talk | contribs) (→SGT: general thoughts) |
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:: I'll look forward to it :-) | :: I'll look forward to it :-) | ||
:: Just with the lack of (many) class abilities that buff himself up (there are a few, but primarily his abilities target ally (other than self)) and the medium BAB and starting medium armor and medium HD, I don't see him standing on his own against many encounters that aren't pure social skill checks. --[[User:Ghostwheel|Ghostwheel]] 07:37, September 19, 2009 (UTC) | :: Just with the lack of (many) class abilities that buff himself up (there are a few, but primarily his abilities target ally (other than self)) and the medium BAB and starting medium armor and medium HD, I don't see him standing on his own against many encounters that aren't pure social skill checks. --[[User:Ghostwheel|Ghostwheel]] 07:37, September 19, 2009 (UTC) | ||
+ | |||
+ | :::Yeah.... so... about that SGT... | ||
+ | :::You're right, this class doesn't pull it, because it doesn't do anything to itself. I think you could test it in a modified way using a stock barbarian (I'd use a stock fighter but don't want to get into feat arguments) against the SGT and seeing how much assistance the Marshall was able to give it, but I'm still thinking that one over. | ||
+ | :::I'll say this for it though, it's the most interesting and tactical take on a buffer I've seen. You can't just auto-buff with it, which is really nice, but it seems to be missing a couple of things. So while I ponder how to even SGT it, here's some other stuff that stood out. | ||
+ | :::'''Stand Your Ground:'''If you start with an 18 chr, you're going to be providing 3 temporary hit points for 1 round to one guy at the cost of a swift action and some battle order points that you can't do anything else with. Which is ok, because I don't have anything else to do with those points, but when I hit 2nd and I get to choose between using that point for 4 temp hp or 1 extra attack at +4 for my big weapon, power attacking thug friend, I'm going to give up my move and let him murder things. And I'm going to save all of my points for that because the temp hp are so small and temporary and the bonus from the guy dropping someone is so much bigger. I don't think it would be out of place, considering the duration, to just go with the x4 from the start. At level 1 that's all of 12hp, which is a mediocre hit with a greatsword, and not really the sort of thing I'd be worried about potentially negating with a swift action and limited combat resources. At level 2 when it's 16hp, I'd strongly weigh whether I wanted to save a guy with that point or drop a guy by using it on the thug, and I think that's about right. | ||
+ | :::'''Guided Attack:''' I like the idea, but I think it could benefit from moving up the progression, or just eliminating the charge at 11 and replacing it with a full-round action, which could be charging, full-attacking, or even spell-casting. | ||
+ | :::'''Step As One:''' Feels like not enough for as late as you get it. I keep comparing it to Mass Snake's Swiftness (2nd level druid, 3rd wiz that lets all allies in medium range take an immediate attack, which would probably be fine as a '''Strike As One''' ability at a lower level if you wanted to appropriate it). It's a nice ability, just not really great at level 14. | ||
+ | :::Otherwise, it's effects are all morale bonuses (so it competes with the bard and half of the cleric spells) for bonuses, but is missing any healing except for it's % and temporary effects as well as any stat buffs, and so can't actually replace the regular buffers out of combat. You could get around it by giving them a power such that they were treated as having the cure and buff spells on their class list (and could thus use wands for out of combat prep like everyone else does) if you wanted to, and it saves you from giving them spellcasting or other weirdness. |
Revision as of 20:39, 19 September 2009
SGT
A potentially balanced class that doesn't pass the SGT on its own? Blasphemy! heh --Ghostwheel 06:50, September 7, 2009 (UTC)
- I did one SGT already today... soon as I can get caught up on work I'll see if this one is as blasphemous as you suggest ;-) - TarkisFlux 01:39, September 19, 2009 (UTC)
- I'll look forward to it :-)
- Just with the lack of (many) class abilities that buff himself up (there are a few, but primarily his abilities target ally (other than self)) and the medium BAB and starting medium armor and medium HD, I don't see him standing on his own against many encounters that aren't pure social skill checks. --Ghostwheel 07:37, September 19, 2009 (UTC)
- Yeah.... so... about that SGT...
- You're right, this class doesn't pull it, because it doesn't do anything to itself. I think you could test it in a modified way using a stock barbarian (I'd use a stock fighter but don't want to get into feat arguments) against the SGT and seeing how much assistance the Marshall was able to give it, but I'm still thinking that one over.
- I'll say this for it though, it's the most interesting and tactical take on a buffer I've seen. You can't just auto-buff with it, which is really nice, but it seems to be missing a couple of things. So while I ponder how to even SGT it, here's some other stuff that stood out.
- Stand Your Ground:If you start with an 18 chr, you're going to be providing 3 temporary hit points for 1 round to one guy at the cost of a swift action and some battle order points that you can't do anything else with. Which is ok, because I don't have anything else to do with those points, but when I hit 2nd and I get to choose between using that point for 4 temp hp or 1 extra attack at +4 for my big weapon, power attacking thug friend, I'm going to give up my move and let him murder things. And I'm going to save all of my points for that because the temp hp are so small and temporary and the bonus from the guy dropping someone is so much bigger. I don't think it would be out of place, considering the duration, to just go with the x4 from the start. At level 1 that's all of 12hp, which is a mediocre hit with a greatsword, and not really the sort of thing I'd be worried about potentially negating with a swift action and limited combat resources. At level 2 when it's 16hp, I'd strongly weigh whether I wanted to save a guy with that point or drop a guy by using it on the thug, and I think that's about right.
- Guided Attack: I like the idea, but I think it could benefit from moving up the progression, or just eliminating the charge at 11 and replacing it with a full-round action, which could be charging, full-attacking, or even spell-casting.
- Step As One: Feels like not enough for as late as you get it. I keep comparing it to Mass Snake's Swiftness (2nd level druid, 3rd wiz that lets all allies in medium range take an immediate attack, which would probably be fine as a Strike As One ability at a lower level if you wanted to appropriate it). It's a nice ability, just not really great at level 14.
- Otherwise, it's effects are all morale bonuses (so it competes with the bard and half of the cleric spells) for bonuses, but is missing any healing except for it's % and temporary effects as well as any stat buffs, and so can't actually replace the regular buffers out of combat. You could get around it by giving them a power such that they were treated as having the cure and buff spells on their class list (and could thus use wands for out of combat prep like everyone else does) if you wanted to, and it saves you from giving them spellcasting or other weirdness.
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