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1) What is it about this setting that makes you want to make it? Is it different from Forgotten Realms, Golarion, Grayhawk, Ebberon, and the like? It is? Great! You don't need a complete idea to get started, but you should have a solid one.
2) This is personal preference, but I like to make a map. It helps me to move the setting from an abstract place in my mind to a "real" place that has forest, plains, mountains, desert, and coastlines. Terrain affects where people settle. History happens in places. Nations fight over land. Later in the process I get around to figuring out a phsyical scale and where the warm and cool places are. Maybe a continent, maybe the whole world, maybe just a large region. Doesn't matter.
3) Again, my prefence, at this point I move from broad strokes to somewhat specific one. Pick where some major cities and important towns are. What is unique about the place? Write up some places and people of interest in each place. This gives PCs something to interact with when they visit, and you don't have to invent 100% of everything when they show up. You just invent 50% of it! You can build details as needed.
4) Pick some places that aren't so settled but are places for adventure.. Ruined cities, abandoned strongholds, ancient tombs, Where are the dark and magcial places in the world?
You're going to improv a great deal as your party explores your world. You don't need completed details, but strong ideas that you can build off of. These are your cues as you improv, and consistancy between the cues will create a more realistic world.
I played a goblin archer in Return to the Temple of Elemental Evil. There were two places in the adventure where we ran into a troglodyte with class levels. They were supposed to be challenging, but on both occasions my goblin won initiative and one-shotted it. No special abilities to do so, just got a lucky crit. He was fairly potent with his singing bow, but there were a few times he had to resort to his small rapier. He might as well have been a town guard with that thing. 1d4-1 damage. Woo!
When our arcane trickster was possessed by a cursed, evil artifact and unknowingly began living a second life murdering street-walkers while he was supposed to be asleep, things finally came to a head and he was caught. Luckily, the cursed artifact was found to be the cause, but because of the he and another party members being implicated and other party members being indisposed or unwilling, it fell to my foul-manners little goblin to plead their case before the magistrate. Sometimes the best things happen when everything starts going wrong.
Later in the game he got himself killed. I forget how. Anyhow, as sometimes happens there was no cleric available - just a druid. The dice said I was reborn into the body of a dwarf. If we knew what ROFLMAO was at that time, thats what I would have said my gaming group was doing when I saw the result and spontanously began speaking as a goblin in the voice of a dwarf. Happily though, we got him back in the right body a few sessions later.
In 4e I played a goblin paladin for a bit. Due to circumstances, it fell to him to serve as his tribe's high priest.
I happen to like playing clerics (and classes like them). But, I don''t like using all my slots for cure spells. If you choose play a "healer" or secondary-healer type class (such as druid or bard), my advice is that you cast spells more proactively. Rather than fixing problems after the fact, cast spells help your allies or hinder your foes before the problems begin. The intent here is to make it so your allies get hit less, or (in a perfect world) your foes never even get the chance to attack. Of course, you will still need to toss out a couple cures because S happens, but its better to make it a only a couple in a pinch, rather than burning all your spells on them.
Clerics are not complicated. Or rather, no more complicated than any other 9-level prepared caster. I recommend that you play a druid, despite your GM. He didn't actually say no, right?
I left out some important bits in the changing domain bit (such as that the second domain must also be in the deity's portfolio). Also, when I said she can expand the number of deities, I did not go into detail (perhaps retraining the permanent domain or acquiring "phantom" domains). But I think you figured all of that out.
As another alterate, she has two domains. Each time she prepares spells, she chooses one to keep and any single deity with that domain. She then chooses a second domain in the deity's portfolion. In doing so, the change from one deity to the next is somewhat gradual (each new deity has something in common with yesterday's.).
I like the omnist. I have a suggestion on Domains, because I think it could be fun, and also a warning of a possible pitfall, based on my own experience with homebrew that changes domains.
Could you elaborate on this some?
As for the weapon training 8 hr vs 4 hr thing, its a typo. I have changed this ability a dozen times. I will take a look at clarifying duration, but for all I know this ability will change another dozen times... Hmm. I've been uploading the doc to dropbox every day. Maybe you didn't have the newest one.
As for the armor training DR, the DR maxes out at 5 at high level because of the limitations on how many time a training can be chosen.
When the brawler came out and I saw martial flexibility, I immediately felt that this was the class feature the fighter was supposed to have. If anything, its a better match for the "combat master" fighter than an unarmed warrior.
Lemmy and A,
Heavy armor is fine if you have a low Dexterity. As a matter of fact, Armor Training is pretty uninteresting without a good Dexterity.
Moving impose will and runecraft to 8th level makes them vastly less interesting. Heck moving Phalanx Fighter up to 8th is just plain weird when real life soldiers had similar tactics.
Then maybe each ability should have it's own minimum fighter level, instead of the current arrangement.
As far as phalanx fighting being used in real life, and being the most common formation in history, it was used in a formation when the warriors could stand side by side to protect each other. All attacks were made in the one direction. It wasn't used by a warrior in the middle of a brawl. He would be a dead man if he did.
With that in mind, I'll say that a few of the listed things are not nearly as powerful as they might sound...
The point is not that each of my bullet points are individually powerful. They must be looked at together. The level must be looked at as a whole, because it is gained as a whole.
Art of War
Alright, so I want to get back to the dead horse: 1st level. We have:
-Two good saving throws
And the last point is where I get back to kicking. I understand providing enough class features to let a player play the character concept at level 1. Its why the alchemist and magus are fun classes, and why the eldritch knight path is lame. But honestly, that is the purpose of one bonus combat feat. At character level 1, the fighter will have three feats to choose from (four if human), but level 1 is not the weak spot of the fighter class. If anything, he shines at early levels and begins to become limited after that.
If anything, I would reduce the fighting style class feature to choosing a single feat from a list that is made up entirely of feats that are used as prerequisites (like the one you have).
Not everyone expects the fighter to have class features for that. Personally, I think that aspect of play is better served by the player being a good role-player or being clever. If I wanted a class with mechical means to support out of combat gameplay, I would choose a different class. Or maybe play a multi-classed character.
But, you're right.
A GM has never told me I cannot use a certain type weapon or anything else so basic to character creation, so I'm a bit confused even wrapping my head around this. I suppose I would make a choice to either switch to another weapon and move on, or to just use my bow anyways. If there is only one magic bow in the game then that is my consequence for not switching. You chose to switch weapons but did not move on, so in a sense this issue is partially your fault. I suggest you make your choice - which one is only important to you - and get back to playing the game.
This will be brief since I am typing on my phone.
Deity specific is no good. At least loosen it to a deity with the air or weather domain.
I see what you are saying about a dip attractor, but I'm not sure if we're talking about the core rules as they exist, or the core rules as you would like them to be (I'm sure we both have a few things to say about that). Obviosuly, most classes are front loaded, if you think about it. A boost to saves, new class skills, features that help the class achieve its concept at 1st level, a type of damage bonus, unlimited 0-level spells, bonus feats, whatever, etc.
Anyways, I am not rigid in my homebrew. If some one else feels the same way about about the fighter getting a free "lesser exotic" proficiency, I will remove or alter it, no prob.
I have added to the leadership and magic defense training types you inquired about. I hope they are not too terrible. First attempts and wotnot. The new PDF has a streamlined layout, and many changes to the training types.
A, thank you for your continued input. As I have mentioned before (another thread), even though I do not adhere to your fighter concepts, I hope you know that I continue to find inspiration in them.
What if spellcaster has to use a portion of his spellcasting resources to prevent other spellcasters from teleporting in and killing his party one at a time? Sounds pretty sweet.
There are ways to push a car beyond it's intended performance, and an RPG is the same. The car relents and will eventually break down, so will the RPG. Maybe daddy takes the car away, maybe you get a ticket, maybe the tow man has to bail you out. Luckily in an RPG, the GM has his own break pedal.
Drive responsibly kids.
If the intention is to lessen the feat tax, consider the following instead of handing out an extra feat. Those feat tax feats still bestow a benefit.
At 1st level, a fighter chooses a feat from the following list: ...... He does not need to meet the prerequisites for this feat. The fighter possess this feat for the purpose of qualifying for prerequisites, but do not gain the benefit of this feat. If he gains this feat at a later time, he can choose a different feat from the list.
Why did you decide on an enhancement bonus to natural armor, instead of a bonus to natural armor? It won't stack with barkskin or an amulet of natural armor. Also, although the character pays for this with armor and shield proficiencies, a one level dip into another class will change that. What is your intention with this class feature? If your intention is for the paragon to not wear armor, then perhaps granting him an armor bonus to armor class will do the job better.
That is not the only ability that is gained at a different level than the one it is replacing.
Why did you mentin that Strike As One does not provoke attacks of opportunity? (Ex) abilities typically don't. The first words of this ability should be "Starting at..."
I think the format of your document makes it hard to notice changes, especially for someone other than the writer. That the document is one long page makes it -similar to- a big wall of text. I don't know what formatting options you have available to you, but using multiple pages and two columns per page would make it easier to read it IMHO.
I hope this is not the newest version I am looking at, because I can't see any difference. You have been given an extraordinary amount of feedback that you seem to dismiss in many cases, even when getting the same input from multiple forum members. Since you have asked for feeback and have taken every opportunity to thank people for it, I am confused why this is happening.
OK. How would you write that up?
As an alternate, what if I did this:
Advanced Proficiency (Ex): At 1st level, the fighter chooses one of the following feats and gains it as a bonus feat: Exotic Weapon Proficiency (bastard sword, dwarven waraxe, hand crossbow, net, or whip), Improved Unarmed Strike, or Tower Shield Proficiency.
Lil' Yunky was on his way to Absolom, in order to meet a man who has promised to help him write music so that he can achieve his dream of becoming the biggest rapper in the inner sea region. He was aboard a ship that was attacked by pirates, but due to his ability to free-style was given the choice of turning pirate or dying. He has embraced the pirate life, and will continue to do so until he has a fail-safe opportunity to make it to his destination.
Lil' Yunky is a well-intentioned recovering drug addict who desperately surrounds himself with women and riches in an attempt to avoid relapsing, which he has done of several occasions.
Lil' Yunky has abilities like sneak attack and two-weapon fighting, which he uses with deadly ability when backed into a corner. While not as silver-tongued as a bard (which he is not), he makes friends easily, and is capable of using words to avoid a fight or sacrificing his integrity to get out of one. He was raised in a good home but is dismissive of his education. As Lil' Yunky looses all of his friends and struggles with the fact that he may never win his battle with addiction, he develops the means to vanish from sight entirely.
Bob is very emotionally involved in the game, to the point of appearing somewhat bi-polar (I'm not saying that he is, but judging by your words the severity of his feelings resemble those of my bi-polar daughter). I do not encourage you to simply kick him out, because as you said he is a friend. However, Bob is old enough that his friends and peers can expect him to behave like an adult, or at least to behave like an adult when it is important.
If your group is like mine then you have certain expectations of each other, such as:
These gaming expectation mirror those in real life, and we want thes expectations fulfilled a majority of the time. A rationale person shouldn't expect them fulfilled without fail, but maybe some percenatage between 65% and 95%, depending on the people and situation? It sounds like Bob is slipping far down the scale, to the point that you expect him to take the fun out of gaming with your friends. And if gaming isn't not fun, then what is the point?
You or another member of the party must talk to Bob again one on one. Before the talk, you must accept that removing him from the party must happen if he cannot get his act together. Judging by what have written, Bob has not taken the feedback he has already received seriously. Let him know that he is harming other people's fun in the game, and that if he doesn't get his act together he will not be invited back. Obviously, you should say it in your own words. I'm not telling you to be confrontational, but if he doesn't take it seriously then the words are worth nothing.
Thank you for youre comments A,
I have mixed feelings about allowing a class to choose additional skills as levels are gained. While it exists, it is not something well represented in the rules. I did consider trimming down the skill list by one or two. Maybe the disciplines can include an option to pick one skill associated with the ability score each time one is chosen, like bandw2 suggested.
As you noted, this is still a work in progress. While I know I this rewrite does not address everything you and others see as issues, I do feel like I am working on some new stuff. The feedback helps.
I put +2 to the ability score instead of the mod because I hoped someone could (for example) choose a discipline multiple times and the bonus would atck for each one. If I went with +2 to mod, I would want them to not stack.
Still working on Weapon Training. I know, I know. I'd like to work on it more before abandoning it.
I'm surprised anyonw notices the mention of bastard sword and waraxe. I included those because they are kind of lame compared to other exotic weapons.
I can improve the healing from the Con discipline. Figured that making it a swift action was worth something. I was trying to guage it against other choices, and it's hard to know how many HP is equal to rolling two dice on a stabilization check or gaining an armor bonus when not wearing armor. Do you have a suggestion on how much healing?
Oh and there is an "anti-magic" option. First draft anyways. I will make sure that I have the most recent uploaded.
And thank you Stuffy. I have never been clear on that.
I have implemented several changes, including:
First off, thank you for your feedback. Second, that post above wasn't supposed to appear. Sorry!
In revisiting your suggestions I have become aware of a giant hole in my current wording for Training. By the current wording, a fighter won't be able to take the second training of a specific type until he picks his fourth training. Not the intention. The intention was to be able to spread it around or to alternate between two. That has to get fixed right away.
As far as weapons training specifically, I intend that there are no more weapon groups and no more choices you are stuck with. I want the fighter to be able to practice with a new set of weapons every day if he wants, while the the spellcasters are prepping spells. I will revisit this as well and see if I can improve the wording.
I can remove the no more than half bit from discipline. No biggie. As far as the other thing, I'll think on it. Maybe the pseudo ability points will only be gained once per ability score.
At level 18, the character will have acquired Training six times, and there are currently 4-6 training types. Four are in for sure, while the othert two are up in the air. Regardless, maybe I should make the requirement that it is a training he has selected at least once.
Compared to neutral, an evil character wouldn't go through emotional turmoil for causing others to suffer. However, if the character is also lawful, those made to suffer must deserve it according whatever constructs he or she uses to justify causing suffering.
Thats one way to play it anyways. If you are intested in bringing your alignment to life then you will need at least the seeds of a back story. Humanize your character.
Your literary references are great examples of what we should strive for in our RPG narratives. Setbacks such as those two heroes experience should not always lead to death or "losing". While such consequences must be possible, they should be but some of many possibilites. We need to be mindful of the growing PC vs GM sentiment that has grown in RPG culture over the years.
When I envision grappling in-game, it is not neccessarily wrestling. My character could just be grabbing an enemy's collar with a free hand to keep him in one place. We could still swing longswords at each other, but the guy with a dagger would have an advantage. Perhaps attacking with a one-handed weapon would impose an attack penalty, or would provoke an attack if the enemy had a light weapon out, or the guy with a light weapon can full-attack. There are many ways one could go with this, but I think simplicity must be considered.
I thought allowing attacks with one-handed weapons was a great improvement from 3rd edition. You rule mods seem to favor monsters over PCs. I do like the ability to make an attack instead of simple dealing damage on a successful grapple check. Making an attack roll would allow the grappler to use Power Attack and other feats
PRACTICE OVERCOMES TALENT
UNSTOPPABLE / RELENTLESS
Lumping that in with bravery doesn't make thematic sense to me.