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![]() A very good point. Historically, the swashbuckler archetype only came into its own once armour had been made superfluous by more efficient weaponry. Outside of a purely-historical game, of course, this observation is not helpful, perhaps. After all, we typically want more freedom in our games than to adhere to real-world historical precedents. I think there's room in the game for some kind of low-armor fighting archetype, it's common enough in many campaign settings (in FR, for example, the use of heavy armor is discouraged in many places, especially urban settings). Of course, then there's places where anyone wearing heavy armor would end up looking like a boiled lobster, where native warriors would be trained more towards agility to defend themselves. ![]()
![]() Sutekh the Destroyer wrote: I vote to keep favored classes, and allow multiclassing only when a favored class is one of the classes. I love the carrot of +1 hp, especially if your favored class is a low hp class. I hate this idea. If I want to play an elven fighter/rogue, then the rules better have a damn good reason for not letting me do that, and "maintaining group dependency on each other" or whatever is not one. ![]()
![]() Items that give peranent skill bonuses are pretty much universally broken, it has always seemed to me. It's fairly cheap to boost, say, Diplomacy or Intimidate into roleplaying-destroying levels, after all. A part of the problem is PC-designed magic items, of course. It's pretty darn hard to have both a system that lets you make your own items and a system that doesn't give access to combos that could potentially degenerate the game. ![]()
![]() Jal Dorak wrote:
One of my favorite passages in LOTR is the scene where Frodo comes across a dead Easterling warrior, shortly before he's captured by Faramir's men. He wonders where the dead man came from, what his name was and whether he was truly evil at heart. I also think Sauron's use of mercenaries was internally consistent, in the sense that his first objective was to destroy the kingdom of Gondor, a goal shared by several other cultures, such as the Haradrim and the Corsairs of Umbar. There's nothing on the page to suggest that the overall character of those cultures was particularly fiendish (after all, a lot of perfectly fine cultures have engaged in offensive wars in our history, too). I wouldn't read too much into the connection of Middle Earth into an European political context, largely because the author himself strongly denies any allegorical meanings of his work in no uncertain terms. Of course, we could choose to disbelieve the author in this regard, which I'm not sure would be a worthwhile premise. ![]()
![]() Personally, I'm partial to the Magic Item Compendium approach, that lets you combine "utilitarian" bonuses like saving throw bonuses with more interesting magic items such as a Cape of the Mountebank. That way a PC can both have their cake and eat it, with the aid of either a PC item-crafter or a suitably powerful NPC (say, a legendary blacksmith). Maybe it could work the other way around, too, with those interesting item properties from otherwise unusable items being imbued into their already-present indispensables. This still means PCs will amass magic items they won't want to use, which could perhaps be resolved with being able to use them as raw materials for crafting (maybe you can extract raw enchantment from them), which limits the "magic items in the world economy" dilemma. ![]()
![]() LazarX wrote:
Mending also only works on items that weigh 1 lb. or less, which means you'll still need Make Whole for a lot of repair tasks. I like the concept of at-will cantrips, because they give wizards and sorcerers a touch of permanent "zing", that makes them a bit more special in a non-combat sense, and makes them something that regular joes watch out for. Such as using Open/Close on every single mundane door in town they need to walk through. Plus Mage Hand at-will has literally hundreds of uses in home or at a dungeon. ![]()
![]() ProsSteve wrote:
I'm not keen on the idea of targeted damage like this, last seen with the Sword of Sharpness in AD&D 2E. An abstract hit points system doesn't really support it very well. |