zoranac's page

3 posts. No reviews. No lists. No wishlists.


RSS


Mellored wrote:
zoranac wrote:
I don't understand why they don't have expert training in armor at level 1, even if limited in some way.

Probably because you get armor specialization instead.

Which Champion gets at 7.

Pretty sure most people would rather have expert over that if that was the reason why. Especially when the resistance can just be overwritten by one of your core class actions, its really not that powerful.


4 people marked this as a favorite.

I'm pretty disappointed with this class, especially when compared to what was added with the commander. I don't understand why they don't have expert training in armor at level 1, even if limited in some way. You would think they are the Defensive version of fighters, and since you are probably taking damage from intercept strike regardless of your ac, and taunt cancels it out, I don't see why they wouldn't have expert.

Intercept strike also seems pretty weak, with the limitations of reactions and requiring adjacency. I would think it would have something like mobile protection by default, and then have mobile protection be buffed.

I also think ferocious vengeance is a little weak, or at least, the crit resistance seems required as is (does this stack with chain armor?), because to me, there doesn't seem to be enough self sustain (at least at earlier levels) for a class that wants to take as many hits as possible. It's also disappointing this choice doesn't seem to have any further impact, there are no feats that I saw tied to it, and it's not significant enough to really affect play-style, so it seems underutilized.

Taunt is cool, but this class doesn't seem defensive enough for the role it's trying to play, and most of what it has in early defensive feat options are just bastion feats. I honestly wouldn't mind that the feats are more support and cc than self defense if the base class features/ac were more defense focused.


Luis Loza wrote:
demlin wrote:
Bit disappointed with the overall direction of the 2e LO line. Instead of focusing on useful GM campaign material, the small books mostly contain dry fluff and some situational archetypes. Then the other books focusing on players like Dark Archive get quest seeds and adventures. What's up with that?

It sounds like what you're looking for are pre-written adventures and encounters, like the short adventures featured in Dark Archive? Is that right?

I feel like Lost Omens features dozens if not hundreds of plot and adventure hooks in each volume, but those are usually one or two line things like noting that the local hunter has seen a scary and evil creature stalking the nearby woods and is afraid to venture in there until someone finds out what it is. These kind of hooks are there to get the gears turning in a GM's brain and hopefully inspire some fun encounter, adventure, or even campaign ideas. I'm guessing these aren't scratching that itch for you.

Would you (and everyone else here!) find a Lost Omen book that has more encounter maps, short adventures, and the like useful? I don't know if a book that is just adventures is the best fit for this line, but there might be a way to give it the Lost Omen spin, as it were, and make it a book that features content for players and GMs of all kinds, not just 128 pages of adventure.

I would like if neither had short adventures, as I prefer the space be used for lore and mechanics, and leave the adventures for the adventure paths. Or maybe make small companion books with the adventures if there is actually that much demand for it, although I know that may not be financially possible.