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Thread: Martial Controller
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2021-02-03, 02:42 PM (ISO 8601)
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- Jul 2016
Martial Controller
I’ve decided to revisit my attempts at we organizing 4th e D&D.
Right now I’m making sure that there is four classes to each power source, each class tied to role. However the martial power source is lacking a controller class. So I’m wondering if I can transform a current controller class into a martial. I was thinking about re-flavoring the Seeker as a martial class.
Side note; i’m trying to go back to the basics of class design as it was in the 4th players handbook.
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2021-02-03, 03:08 PM (ISO 8601)
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- Jun 2007
Re: Martial Controller
Well your first problem is that the seeker is not a controller
Guide to the Magus, the Pathfinder Gish class.
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2021-02-03, 03:27 PM (ISO 8601)
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2021-02-03, 03:45 PM (ISO 8601)
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Re: Martial Controller
Controller is a rather weird archetype. Defining it is odd, because Wizards are swiss army knives and Warlocks/Classic Rogues use a lot of debuffs so the overlap is large.
I would define a controller as sacrificing actions to reduce the number of actions the enemy can take, acting as a force divider in the opposite fashion of how a leader is a force multiplier. So a martial controller needs to be able to trade actions to take away multiple enemy actions, putting the team out ahead. They are going to have less cinematic ways of doing that then making walls or clouds of noxious gas, unless you go hand grenade ninjas.
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2021-02-03, 05:34 PM (ISO 8601)
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- Jul 2016
Re: Martial Controller
I was actually thinking along those lines having someone throwing non-magical items like caltrops, marbles, grease, smoke, etc. unfortunately that’s kind of a gadgeteer and the Artificer has claim that cinematic element. I was thinking about turning the Ranger into a controller due to their connections with traps and snares and using their environment to their advantage.
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2021-02-04, 02:30 PM (ISO 8601)
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- Aug 2017
Re: Martial Controller
I was actually recently trying to figure out how I would implement a Trapper class for a 4e-derived heartbreaker as a controller for a Device power source (an Alchemist would also be a Device user), but I was having trouble getting it to work right. More than any other class they would be terrain dependent. In an open area, they might be pretty useless without some significant forced-movement abilities since an enemy could avoid whatever snares, caltrops, marbles, or whatever you set. In tight spaces, they might be crazy powerful since enemies would be forced to move through the zones created by their abilities as there is no other place to go. The alternative of creating semi-autonomous stationary-pet turrets would be a lot easier to get working, but thematically doesn't quite fit (although it might work for a sub-class or paragon path or something).
Getting the "deals with many enemies" and the "cripples the enemy" roles to mesh is a little tricky to do with a martial character. A BFS wielder who uses lots of large swings and cleaving attacks (hitting multiple enemies, adjacent enemies, or a blast) could do the former, whereas a brawler/pugilist character who grapples, trips, pins, and otherwise fights dirty to inflict slow, immobilize, stun, etc could do the latter. I could see knockback, tripping, or DoTs from getting hit by a giant sword that cleaves through multiple targets, but it probably wouldn't do some of the weirder things that controllers can do; this character would be a striker first and a controller second.
A grenadier could be a controller, by throwing different types of bombs with special effects, but it would be debatable whether they would even be a martial character.
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2021-02-04, 03:53 PM (ISO 8601)
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Re: Martial Controller
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2021-02-04, 05:49 PM (ISO 8601)
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- Jul 2016
Re: Martial Controller
As I continued to ponder on the “ninja” theme I was reminded of a cartoon(Avatar the last Airbender) character that used martial arts to disable the enemy around her. So perhaps someone who is capable of moving around the battlefield a lot without getting attacked combine that with various items that they can throw on the ground. Although this might step on the toes of the monk class.
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2021-02-04, 06:32 PM (ISO 8601)
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2021-02-05, 11:06 AM (ISO 8601)
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- Aug 2008
Re: Martial Controller
Kind of had the thought of using whips: tangle someone up to Prone or Immobilize, and then Pull them. Add some Sonic damage burst attacks from cracking the whip, maybe Deafen or Daze as you get stronger. Give it a class feature to make whips do damage, and increase its range as you go up tiers. Sure, whips don't work that way, but if I can have a guy that shouts at people to replenish their HP because he's so courageous, I'll make a shot at having a guy that can whip from farther away because he's good with whips. I don't know if there's enough in there to remain relevant all thirty levels, but there's room to start.
But, uh, returning that to the idea of applying it to an existing class, uh... Rats. I really want to say, "Take a Fighter, drop Combat Challenge, Combat Superiority, Heavier Armor proficiency, and 3 surges per day (so 6+con). Add Whip Training, increase whip damage to 1d8, twice per encounter whenever you [land an attack with a whip weapon whatever the verbiage would be that would allow this to apply to melee basic attacks and powers with the weapon keyword while wielding a whip] you may choose to add Pull (Wis min 1), Prone, or Dazed EONT to the attack, and an at-will power that lets you make a Burst 1 in range of your whip that does 1d6+Wis sonic damage. Avoid selecting powers that aren't controller-y." Thing is, part of what makes Fighters the unofficial martial controllers, is their Defender capability, so it might come out as an even worse Controller than just rolling an unmodified Fighter.
And yes those Controller abilities should scale with tiers I'm just trying to keep things condensed because I have zero experience in mid or high level play.
But, uh, if you're just concerned about the Controller role as printed, well, someone at Wizards believes Hunters are Martial and Primal Controllers...Last edited by OracleofWuffing; 2021-02-05 at 11:23 AM. Reason: Slowed EONT would be kind of silly for the range of a whip, Daze doesn't make sense but works mechanically.
"Okay, so I'm going to quick draw and dual wield these one-pound caltrops as improvised weapons..."
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"Oh, hey, look! Blue Eyes Black Lotus!" "Wait what, do you sacrifice a mana to the... Does it like, summon a... What would that card even do!?" "Oh, it's got a four-energy attack. Completely unviable in actual play, so don't worry about it."
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2021-02-27, 10:52 AM (ISO 8601)
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Re: Martial Controller
To be clear, you're talking about a martial but not melee controller? That should be easy enough to do with just refluffing your class of choice, yeah.
Making a melee controller that isn't just a defender but also doesn't die way too fast would be a little more challenging...Avatar by araveugnitsuga.
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2021-02-27, 07:38 PM (ISO 8601)
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- Jan 2018
Re: Martial Controller
I've never been a fan of 4e, and even less of the "role" concept. 5e is better for dropping it.
That said, the issue of a martial controller always puzzled me. All the other "power sources" had a class for each role (in the pre-Essentials books); but there didn't seem to be a martial controller.
Someone at my local FLGS 'splained it to me: the archer ranger was supposed to fill that niche. Specializing in distance attacks, it does the most toward battlefield control.
Like I said, not a fan; but that was my understanding.
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2021-02-28, 04:19 PM (ISO 8601)
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Re: Martial Controller
Not really? That's just a druid focusing on beast form.
Honestly, my goto martial controller has always been the Seeker|Ranger hybrid grabbing Archery Mastery for either Clever Shot or Rapid Shot. I've seen about a half dozen variations on this setup using different races, weapons, and paragon paths to accomplish different goals. It's a surprisingly versatile controller.I follow a general rule: better to ask and be told no than not to ask at all.
Shadeblight by KennyPyro
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2021-03-05, 01:39 PM (ISO 8601)
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- Sep 2015
Re: Martial Controller
I ran a game once where we re-purposed the Invoker into a Martial Controller. Had them use weapons instead of implements.
I think it might have been, essentially, a hybrid Invoker/Warlord (but with rule modifications).
Been a while.
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2021-03-05, 07:45 PM (ISO 8601)
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Re: Martial Controller
I'd a weapon throwing factor to this, like using a rope as a lasso or for bolas to restrain. The roman pilum was used similarly, to get stuck in a target and interfere with their movement, so there could be abilities using throw weapons like that. And if they depend on clean lines of attack, these might help make up the difference of how much the enemy can maneuver.
Maybe call the class "skirmisher," and use "ninja" and "trapper" for paragon paths?
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2021-04-03, 01:11 PM (ISO 8601)
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Re: Martial Controller
Your best bet might be a refluffed Seeker or Invoker, or maybe a modified druid. Take away wild shape, dump the beast form keyword, and toss a few of the non-beast form powers, change the power source, and you would have a functioning martial druid...
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2021-04-03, 02:28 PM (ISO 8601)
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Re: Martial Controller
If refluffing is on the table, I don't see why you even need to modify the druid. Just fluff wild shape as a stance change or weapon swap, probably between like a bow in humanoid form and a melee weapon in beast form, since they tend to be ranged/area vs melee/close
I follow a general rule: better to ask and be told no than not to ask at all.
Shadeblight by KennyPyro
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2021-04-03, 02:30 PM (ISO 8601)
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Re: Martial Controller
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2021-04-26, 02:42 PM (ISO 8601)
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Re: Martial Controller
I saw a homebrew martial controller a while back, lemme see... here it is.
Can't say I've gone through it with a fine-toothed comb, but it's based around throwing down traps and stuff like that, and I remember being impressed by it.Last edited by PoeticallyPsyco; 2021-04-26 at 03:13 PM.
Originally Posted by Darths & DroidsOptimization Trophies
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2021-04-29, 12:38 AM (ISO 8601)
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- Mar 2007
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Re: Martial Controller
Making your martial controller an "Exotic weapon Specialist" might let the player have a reasonable amount of control (pun incidental) of how they balance the controller elements...
Look at the multiclass options for whips and chains for ideas of powers.
Maybe each weapon comes with a set of powers, so when you choose a weapon, you are also choosing your at will power. At will powers also let you draw the relevant weapon as part of the attack action Then encounter and daily powers need you to be wielding the right weapon
Net - control of multiple targets in an area at range. At Will - "Cast" - range 10, minor damage, immobilise and optional pull.
Whip - short range control with damage. At will "A lick of the cat" Short ranged, single target, bonus to hit
Chain - Damage multiple foes at fairly short ranges and melee. ""Chain punch" Melee 2, damage
Grenades - pretty well discussed above. The at will you choose gives you grenade proficiency and the ability to make and use the appropriate grenade. Eg "Frost grenade" gives proficiency in grenades and the ability to make frost grenades". Encounter and daily powers allow more exciting greandes
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2021-04-29, 02:07 PM (ISO 8601)
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2021-04-29, 06:51 PM (ISO 8601)
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Re: Martial Controller
Hmm, there's also the idea of suppressing fire. That could be an interesting take on an archer/ranged archetype, actually; it's not that any individual shot does a lot of damage, it's that any creature that walks into the no-go zone is getting shot for a little damage and is slowed by having to juke and weave.
In fact, there's quite a few things such a character could do that fit the theme and work as a controller:
- Suppressing fire to create no-go zones
- Various flavors of volleys to hit large areas
- Demoralization effects instead of direct damage
- Forced movement as foes dive out of the way
- Trick shots to inflict status effects: daze enemies with a shot to the helmet, slow them down with a shot to the leg, make them waste an action with an arrow pinning their cloak to the ground, startle them with a shot just past the eyes, etc.
- Maybe some trick arrows. At low level these would be things like a rope attached to the arrow or simply throwing dust in their eyes; at higher levels you'd see alchemical arrows with various effects
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2021-04-29, 09:25 PM (ISO 8601)
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