Carson6412's page

Organized Play Member. 29 posts. No reviews. No lists. No wishlists.



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Kirth Gersen wrote:
By the way, someone posted a somewhat more up-to-date version HERE. These are a lot further along than the Beta playtest rules that TOZ has up.

Whoa, I might be wrong, but I believe that is a link to my folder in Google Drive. Kinda crazy to stumble upon!

Anyways, got the files from Scavion's Profile while one of my good friends and I boiled down the feat list into an easier to reference doc (He did most, I only filled in the Strike and Domain feats and some editing. I'll need to get around to finishing the Metamagic ones.) I had placed them together to make it easier for my group see the rules.

Not sure how it ended up to you, but I am glad it did!


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Woo! I can not wait to get started reading though this! It came just in time for my group as we are about to start our new campaign. Thank you Kirth and everyone who put time and effort into this amazing product!


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Because the rest of the classes do not have a specific set of rules for the class. It is really easy to justify almost any discussion based off of your own alignment.

Barbarian: Can not be lawful. So as long as I make sure to break the law every once and a while or at least think about not doing something just because it is a law I'd be fine. As a raging hulk, that sounds pretty easy to do.

Monk: Just make sure to reinforce the fact that your character meditates each day and that should counter most Chaotic things that you do. That and don't go out of your way to break laws.

Druids: Now it gets a little easier to fall. Druids need to not piss-off their deity and love nature. So choose a deity that fits your play style and only play a druid if you like respecting nature. Easy. Oh! And avoid metal armor .... once again, easy.

Clerics: This can be a little harder as people like to choose deities that have good domains. But, once again, there are no hard and fast rules for grossly violating the code of conduct. So if you are worshiping Desna, don't get slaves. If you are worshiping Gorum, don't try to stop nations from fighting with each other.

Paladin: Now this is easy to fall from. All others have been vague about what it takes. Paladins, on the other hand, " A paladin who ceases to be lawful good, who willfully commits an evil act, or who violates the code of conduct loses all paladin spells and class features. " This is hard and fast. The first Evil act you do and you lose everything. The Code is strict "a paladin's code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents." Meaning there are solid lines in the sand that they can not cross.

For other classes to fall, they need to not only be constantly breaking their code enough to change alignment, but they can also justify most actions to fit in with their character. For Paladins, there is no second chance, there is not justifying. There is only the first mistake and then the fall.


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The change was not needed in my opinion.

From everyone I've ever played with, everyone I've ever talked to, and from the common conscientious on the board, it seems as though most melees use a Two-Handed fighting style. If this feat was truly over-powered, wouldn't more people use it?

Correct me if I am wrong, but there seems to be little reason to take a fighting style other then TH'ed. TWF takes a bunch of feats and stat requirements to do about the same damage (but less accurately). Sword and board bumps up your AC by a bit, but significantly drops a character's attack power. A one-handed fighter suffered from the same negatives as the S&B, but they at least had something fun and interesting to back up the drop in damage.

I get that some options are better then others, but it just seems like anything that works slightly better then TH fighting gets nerfed or requires a huge investment to function.