I might have missed it, but does this address werecreatures and the disguise skill? Technically having a different subtype should ruire a disguise check for werefolk to pass as humans, yet to have a werewolf unseen among us is a well known trope.
Also, sucks to hear that a new discipline will not be a staple of this series, as I always felt that if there was one thing that disciplines were missing was a solid thematic background, issue that was tackled perfectly in both LotN and here. Would it be too much to ask for a tradition also, a pack themed one would be amazing.
The real selling point of PoW is not how big the numbers can get -thou they can get collosal- but how the maneuvers and subsystems allow for otherwise non functional concepts to be used easily and without hoop jumping. Singletons, throwers, sword and board, wierd weapons, finesse wariors, TWFers, etc all can now be competitive through stances and intuitive feats. Furthermore, it finally offers a good aggro class in the warder, so whats not to love.
Recntly we just used the enormous flexibility of the spheres of powers system to run a star wars themed game. The lack of inherent flavor baggage allowed for such a simple theme to be used, as well as picking and choosing what powers were available and which ones were not. Turning Lightsaber Combat into a Sphere, whose basic ability was to consruct an artifact like saber, one with talents that would immdiately and intuitively allow for any lightsaber stunt imaginable. The game ran perfectly in tune with the theme expected, something that would have been impossible with any other "magic" system around.
Another question. I already pledged at the Legendary Hero level, but I was wondering whether by adding the Interplanetary Graffiti and lights, camera, action add ons I could use the former to name a random planet and the later to sponsor the appearance of a creature related to said planet. I want to do it as a gift for the GM who will run the adventure for us. thanks.
This discussion makes me want to design a heroic skill unlock system in which having certain ranks in one or two (or even three) skills allows the character to use an Ex verson of a spell.
Freedom of Movement
This, added to Path of War will truly allow for fantastic "mundanes".
Regarding the trait issue, as far as I can see the problem is that although a certain trait would fit perfectly into the Combat category, the designing team does not want to restrict the use of other Combat traits in tandem. So why not go the "adopted" route. Adopted is a trait that serves as a proxy to circunvent some existing trait limitations. Make a regional trait that focuses on being from a land eternally or constantly in strife/war, and have said trait give you acces to an extra combat one. That way you can not only have your cake and eat it to, but also enhance the game as a whole (more than once I have found myself wanting to take more than one combat trait in general).
Regarding the just posted trait, recovering it as a move action facilitates spamming he maneuver every round, when, for a trait, using a maneuver once per combat seems more than enough.
I quite like the new extra recovery method (love that it gives the PP pool another use), and Unorthodox Tactics even moreso. Thou I am curious, under which circumstances do you see people recovering one maneuver as a standart action rather than using tha same standart action to recover maneuvers AND activate their zeal?
Flowing Monk can be a party shield in an adventure in which humanoids are prevalent. Antagonize might put a bit of an strain on an alreay MAD class, si our player (also in a western style game actually) focuses mostly on positioning himself just right. Pick up deflect arrows and a pair of Sandals of Interception and you can fulfill your role even better.
Since tempo is not a limited resource in the same way that rouds of performance is, the cost for the huge boost provided by harmonize seems low. If it were limited to skill checks with maneuvers, to AC against attacks of op from moving as part of a maneuver, and on saves against maneuvers, it would still be huge, flavorfull, and quite more reazonable.
Gave a slow (bard spells speed) maneuver progresion to the brawler and swashbuckler in our recent Iron Gods game and we could not be any more glad. Characters feel more fun and can do more than just move and smack. We also have a ranged psychic warrior in the party (flavor of being infected by nanites). So far neither have given me any issues and I am glad such flavorful unique characters are being played insteda of more disruptive full on optimized barbarians or wizards.
Now I MUST check out this system. Love the Highwayman and have wanted to play a character like the stork for the longest time.
Stronger than fighter, monk, and rogue? Definetly Yes
More flavorfull archetypes. Mechanically the SK is extremely solid, but sometimes it feels a little bland on the flavor deparment. Go deeper into concepts such as a SK who gets his weapon from a deity, a SK who gathers shadows to make devastating weapons, a SK whose strikes disrupt technology/magic, etc. With slight mechanical changes to reflect such styles of course. Also, some SK specific combat style chains.
This right here is the best point I have seen raised regarding the SB and its lack of good fort save.
I think there is a difference between making a fort save and having a good fort progression. Thematicaly, for some people at least, giving the SB a good fort save just does not seem right, so finding a way to permanently boost their fort or will save through either luck, self confidense, nacicism, obliviousnes, etc without giing hem a different fort or will progression would make everyone happy.
Reign of Winter (GM) - Finished
Rise of the Runelords (Player) - Eternally trapped in Sandpoint (never finished)
Jade Regent (Player) - GM quit after finishing the hungry storm
Skull and Shackles - Finished book 2 before GM laziness got the best of him.
Mummy's Mask (Player) - About to finish book 1 and going strong.
It is not that big a deal, one of my players in WoTR (time thief) uses the feat with kukris and TWF to set up huge Mythic Death From Above charges for the Mighty Godling. Looking at the bigger picture, a character dealing only menial damage so another one can increase his or hers considerably not only balances itself out but is also fun teamwork. The coolest part is that I had completely forgotten that Butterfly Sting was a Desna related feat. A deity coincidentally and strongly connected to the character and his kukris (legendary items forged from the severed wings of one of her followers). Fun all around.
Owen K. C. Stephens wrote:
Any chance on an ETA for the guide to Time Magic? Will start Mummy´s Mask soon and I would love to have some exotic sands of time feel for my character.