The Black Monk

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I like the vitality/wound system. It does make death one crit away,or close, but if you like games more based on reality it would work rather well. I considered using it for my game, but decided against; the chance of a one hit death while at full health... ouch!


I agree, they do have some great new abilities. I like the new fighter, and really had no problem with the old. I just keep running into threads about the need to make the fighter better, and I like the idea mill this message board hasd. Been giving me some great ideas for my own project. My only reason for this sujestion was more fighter versatility, and to show how a fighter could have the same feats a wizards might take but make better use of them. :/


Sorry if this thread exsists elsewhere.
Many have been saying the fighter needs more to make them a worthwhile class. Besides new feats for the fighter what about adding to exsisting feats; things only fighters can take advantage of.
Example:

Weapon Focus
Benefit: +1 to attack with weapon. A fighter gains a +2 for a weapon group he has taken weapon training with.

As the fighters thing seems to be feats and damage giving/taking, adding more class features seems to not be the answer. So, why not give the fighter more martial abilities from feats anyone can already take?


I like the XP track idea, makes sense to me. As far as the Weapon and Armor thing... if another character is teaching your wizard how to fight then it would not make sense to say you get all the class benefits except for weapon and armor training. What about becoming proficient in the weapon that you were taught with, but not all weapons or armor like the class would normally do?


I'm pretty sure the side bar says starting HP, so...
What about 1/2/3 for racial hit points but make it per level? Or every so many level like feats and stat bonuses.


Hello, another new guy here.
First off, I really love what Pazio is doing; Pathfinder looks to be what D&D needs.
A thought on a ability for the fighter: someone posted something about crits, roll a 20 and still do a little something. What about a fighter only ability that even if you do not confirm your crit, you do x amount of damage anyway. This could go up by level. Not going to fix anything, but a bonus nonetheless.
Also, what about ability options for every class to give more diversity. I like the rage powers, and the other choose x power options.
And as for skills, what if each class had 1 to 3 OPEN skill choices. Bob the fighter had a background in a society where magic is everywhere, so for his open skill choice he picks Knowledge (Arcana), or he comes from a circus family and picks acrobatics.
If any of this has been brought up, please point me there, I'd like to see the thread.
One quick question (which may have been address already), what will be OGL?


DMFTodd wrote:

I don't like the "must flee" portion of it. Making undead flee through the dungeon is a needless headache. Which direction do they go? Do they cause other monsters to attack? It's just a hassle.

How about making the 30 radius a sanctuary for the cleric and anyone in it? The thought of slavering undead, hovering 30 feet out waiting to get at you is a lot cooler than undead just running away.

You'd want the cleric to do repeat Turns to continue doing damage. So maybe damage to 30 feet, sanctuary out to 20 or something.

I agree. Chasing after undead is a big wast of time, but picking them off as they wait to enter an area of protection is nice.

As far as the mechanics go, what about a feat or class ability to allow for the healing or damaging effect? This add on effect could be limited to a number of times a day (CHA Mod)?