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Misery wrote: I just want them to put the Tarrasque in the book and make him look cool again instead of something that looks like the by product of a turtle and Godzilla.
Heck, Cloverfield was a cooler looking Tarrasque then the 4e one >_>. And 3e wasn't any better. 2e was coolish though
TurDzilla? Speaking of which, Tarrasque as the final monster in an AP would rock
My 3-ring binders fell apart, I also dropped one that was full, and the binder actually ripped about 2 inches on a side...I do like my PDFs now, though I wish I could get a PDF BookReader for cheaper than they are right now, would be easier to use during the game...but it's easy enough to pull out a sheet from the PDF and assemble a game specific Monster PDF, could even work for per module, per random encounters, etc.
Having the knowledge check tables like the MM V has are great!
I like that Post-apocalyptic/time travel idea...very nice
I really really like the idea of the Ascension campaign, it could culminate in the Star test (errr whatever it's called). Perhaps it's even one of the PCs who becomes the new god...

Bruno Kristensen wrote: I've long been thinking about something like the weapon qualities from Warhammer Fantasy RPG.
Basically, different weapons have different special traits (but in WHFRPG only for exceptional quality versions of hand weapons).
Obviously, just copying the system wouldn't work due to differences in systems, but I recall swords having "parry", axes having "high impact", spears having "first strike", etc.
What one could do, for instance, is giving fighters a special bonus based on what weapon they are using
Sword: +2 to CMB with or against disarm
Spear: +2 to hit with AoO caused by moving within spear fighter's threatened area.
Axe/Pick: +1 to hit against armoured opponents (an axe or pick concentrates A LOT of power on a very small striking surface, thus easier causing damage against people in armor.
Just thoughts, and they might have to be changed a bit, but something like that...
I like the possiblities of this, however, I feel that these would be granted by Weapon Focus...they would be able to be increased with Weapon Specaalization , Greater WF, Greater Weapon Focus, etc...
Adding the ability for a whip to cause lethal damage or to choke an opponent with specialization. The possibilities with this are endless...
*TENTS FINGERS* excellent
I'll take lots of notes on the fighter and barbarian in my playtest game this weekend...Crown of the Kobold King, they just got to the halfling...
I love Pathfinder's APs...The darkness is excellent, although I have some players (including my wife) who like playing evil characters...so it get's a bit more railroady to keep them on the path...usually with cash as their only incentive...This happened in Savage Tide as well,cetain things disappeared from the Manor house...sleight of hand wise...
So a 20th level fighter with Greater Weapon Specialization has a total of a +6 attack and +10 to damage with a critical multiplier increase.
I'm reading that greater weapon specialization adds an additional 4 damage on top of the +2 damage from specialization, as both Weapon focus and Greater weapon focus add +1.
Fatespinner wrote: IMO, if you want to make the feat available to the other combat classes, you should award it to fighters for free at the levels they would qualify for it. It still reflects the fact that fighters are 'students of war' so to speak, but does not give them inherent superiority to the other combat classes. Fighters weapon training is enough of a bonus to not automatically give them Weapon Spec/GWS when they hit 4 and 16...
They get 11 bonus feats, it's easy enough to take the specializations out of those 11 feats...
Iziak wrote: Emperor7 wrote: Not just the monk. Lots of classes have powers/abilities now. Balancing them both within and between classes is the trick. I know that all the classes have new features, and I think that this is, for the most part, good. I'm just concerned about the monk and bard because they seemed overly complicated, at least to me, in v3.5. Adding more abilities could scare away new players from those classes. Adding new things to the spellcasting classes is actually easier, because all of the spells follow a similar pattern, but the monk and bard have so many features that are like small sub-systems. Yes, the monk needed an overhaul. There are always more complex characters. After they have had a taste of the Fighter they can begin to start figuring out new classes...
I had an Epiphany at work today.
The easiest way to retool the Monk with it's problems in the later levels is with this feat.
Masters Training
Prerequisite: 16th level monk
This feat brings the monks Base Attack bonus into the Warrior's Bracket. (This does not affect Flurry of blows, whose progression is still at the basic monk level.)
My fluff needs work this is the rough draft.
My main problem is with the Monk, it needs a revamp. I'm using my Monk from here in my personal campaigns. It's backwards compatible and created based upon the fine work started with the rogue.
I think the Ranger needs 2 things to buff them. Return to Medium armor. Animal Companion at Class-3 rather than 1/2 Class Level.
Paladin smites need a buff. Perhaps make it (CHA)d6+level, . The existing smite is just plain useless.
Perhaps the Universalist is a bit too powerful now. Universalist should just be the standard Wizard. I agree that the conjurer needs some work.
Those sheets are great. Only 1 little gripe on my part...
One of the sheets has a space for Class skills but no "Trained" spot, and the other just has a generic box.
Here's my dilemma with 2+int for fighters in Pathfinder...
In 3.5 with my 10INT Fighter I could take my (2+int)x4=8 skill points...and buy the basic level of skills in more than TWO class-skills... I might only have 1 rank, but at least I had a few trained skills, or possibly a few trained cross-class skills...
In Pathfinder my Fighter is now limited to 2 skills...OUCH!!!!
THAT is why I'm suggesting 4+int
Basically Rogues now have 8+int skills and all of their skills have been consolidated. There is NO reason to have that many skill points for them now. With no int bonus a rogue can get Climb, Acrobatics, Escape Artist Linguistics, Stealth, Theft, Disable and Perception. What else do they really need? Rogues used to be built with at least a little int extra...no need to now.
This will lead to a lot of Rog1/XX19 characters...
I say make it 4+int for all except bard.
The Real Orion wrote: I respectfully disagree. Consolidating skills (a) waters down the flavour of skill choices and (2) is just power-gaming in disguise. If you combine four skills into one, then you're effectively given everyone four times as many skills, unless you also reduce the number of skill points. That's the one part of the Alpha system that makes sense. They killed the "x4 at first level" thing because having that many skills at every level is just silly if skill purchase is a one-time thing. But to really do that change justice, you'd have to then also at least halve the number of points per level. You don't get to have that one both ways.
Down with power creep!
agreed, no more watering down...
I created a Greater Levels of Skill post earlier.
My system allows characters to gain skill focus without a feat.
I'm all for subraces. Makes backgrounds more interesting.
Windbit wrote:
Another vote for optional.
Here also, make it a sidebar option. But don't include it in the core as a definite. Let's make PRPG about choices.
I personally love Action Points, they make the game more heroic. 4e AP look pretty lame with their per encounter mechanics tho.

Sir Hexen Ineptus wrote: I have done some more reworking. This should replace the first four paragraphs on PG 20.
_____________________________________________
Skills represent some of the more mundane abilities your character possesses. As your character advances in level,
you gain new skills and/or your existing skills improve.
*Acquiring Skill Ranks*
At first level, your character gains a number of skills point dependent upon your class (table 5-1), plus your Intelligence modifier times 4 (x4), +4 if you are human. If you acquire a level in a new class you do not gain the x4 bonus, as this bonus only applies to your first character level. These points are spent into training with a specific skill. At every level of a class you gain skill points equal to your intelligence modifier, plus our classes bonus, plus any racial bonuses.
These skills can be divided into two categories, class skills and cross-class skills. Class skills are those favored by your chosen class (or classes). Your character is most proficient in these skills, as they represent part of his professional training and constant practice. Your character can be knowledgeable in cross-class skills, but you will never be as skilled with them as you will be in those favored by your class. Class skills cost 1 point per rank. Cross class skills cost 2 points per rank. A character may put 1 point into a cross class skill to gain 1/2 a rank, but they do not gain any bonuses till they reach a full rank. A character can not save their skill points for later levels. At every level the minimum skill points a character can gain is 1.
Each rank you have in a skill provides a +1 bonus to your rolls to meeting the DC of a skill check. The max rank you can have in any class skill is 3+ your character level. The max you can have normally in a cross class skill is exactly 1/2 that of your class skill; except if you have more than one class (see New Class Levels section below)
*Advancement Points*
Advancement points are skill points gained by all characters as the advance in...
So basically you want the old system...
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