Sometimes in 4E you want to make a character from concept and to tweak powers for this purpose. And for that you need to reverse-engineer the game balance, which is hard. What if there was a book on 4E game balance and customizing classes and powers?
I don't know if there is demand for it, but I'd buy this book for the price of PHB. For me, it would really open up doors to happy 4E gaming.
I was trying to make a gnoll character that would really behave and feel as gnoll in combat. The concept was this (picture)
. No PHB class or "Playing gnolls" options were satisfying. After long flipping through books, I was able to write this (more details at EN World
- Ferocious Strike (reflavored fighter's Reaping Strike)
- Mad Bite: non-weapon, Str vs. AC, provokes AoO, 2d6+Str dmg.
- Lockjaw: non-weapon, Str vs. Ref, provokes AoO, 2d6+Str dmg and the target is grabbed; allies have Combat Advantage against the target as long as its grabbed. Recharge on high success (5+ points better result than defense).
- Frenzy: Str vs. AC, hits adjacent enemies, 3W+Str dmg; the gnoll is at -2 AC until end of encounter.
He would also treat his teeth as a weapon (just natural) and enchant them via monster-consuming rituals (rare monsters, just like rare magic items, are found in dungeons). That way bite attacks wouldn't fall behind weapon strikes.
Instead of vague and demanding reverse-engineering, I would rather have the guidelines laid out before me in a form of a book. Thus the idea.