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Hola, I also talk to silus about a variety of ideas and campaigns, including some stuff that goes beyond crazy.

Anyway, we were talking about wyrm-hunter class and some of the ways it works with some of the feats... and discovered a few points that will be problematic at best, such as a crit monkey build that would be annoying to DM around.

As far as grafts go, I like the idea of "if the customer got the money and we got the part" mentality, but at the moment I think that grafts can really quickly get broken, and so that whole mechanic needs to be focused on and given a table (I love a good table). Since a grafts acts as a sort of spell/equipment, some would change the way armor works, while others wouldn't. As such grafts should have properties that change stats both positively and negatively, even changing natural ac or attributes by one or two.