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Read the full newson the Privateer Press forums in the Status Of The Ik Rpg Line thread or read it in the spoilerized bit below.

Spoiler:
Doug Seacat wrote:
There has been considerable speculation and expectations about the RPG line so I wanted to clarify the situation before GenCon. As our fans know the RPG line has won a number of awards over the last several years and has earned a dedicated following. We have great appreciation and fondness for the readers who have stuck by us despite the occasional long wait between these books. It has been gratifying to have the support of people who have eagerly devoured every scrap of setting information and RPG rules we could produce.

As you are aware, we put future book publications for the RPG line on-hold after we determined that 4th Edition was a reality. With the future status of 3.5 edition uncertain and not knowing the shape of 4th Edition we decided it would be a mistake to invest further time and resources on upcoming products. After evaluating our options we have decided not to adopt 4th Edition for the Iron Kingdoms. We will not be converting our material for the Full-Metal Fantasy line to that system. We will continue to provide periodic RPG articles in No Quarter Magazine for the foreseeable future. This will be the best place to find information pertinent to your Iron Kingdoms campaigns in the months ahead.

As we have additional news or information related to the RPG line or pertinent to our existing books, including those which are currently out of print, we will let you know either here or in No Quarter Magazine. We are definitely aware of the difficulties being faced by those seeking the out of print books in particular.

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Jason Buhlman" wrote:


Chapter 1: Introduction, page 2
Chapter 2: Generating a Character, page 4
Chapter 3: Races, page 8
Chapter 4: Classes, page 12
Chapter 5: Skills, page 52
Chapter 6: Feats, page 76
Chapter 7: Equipment, page 98
Chapter 8: Description, page 120
Chapter 9: Combat, page 130
Chapter 10: Magic, page 154
Chapter 11: Spells, page 170
Chapter 12: Running the Game, page 290
Chapter 13: Additional Rules, page 300
Chapter 14: Nonplayer Characters, page 332
Chapter 15: Magic Items, page 340
Chapter 16: Glossary, page 388
Chapter 17: Playtesting, page 402
Character Sheet, page 404

Drool...

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Also on the greenronin.com website.

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Similar questions discussed in this thread.

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...is apparently the first company to have mailed the Statement of Acceptance to WotC or at least the first to announce it on the interweb.

Spotted on the D&d Gsl (new Ogl) Is Live... thread on the Privateer Press forums.

The press release is also viewable on the Earth Dawn home page.

The company home page is http://www.redbrick.co.nz/

Liberty's Edge

Spotted on EnWorld.

Blog post: Has Open Gaming Been a Success?

Spoiler:
Has Open Gaming Been a Success?

With the posting of the GSL, I think it's time to look back at the past eight years and assess the impact of the OGL on gaming. I think the OGL had some successes and some failures. In the end, it failed to achieve the same type of success as open source software. In table top gaming, "open source" became a value neutral entry fee to gain access to the D&D mechanics. We never saw the iterative design process embraced by software developers primarily because RPGs lack easily defined metrics for quality, success, and useful features, a big shortcoming compared to software.

In essence, it's pretty easy to tell if a coder improved an FTP client. It runs faster, it has more useful features, it crashes less often (if at all).

The same can't be said about table top RPGs. In the end, the results were something like you'd expect if Lucas somehow open sourced Star Wars: 5,000 permutations and modifications of the foundational material, none of which achieved wide acceptance compared to the original but all of which were embraced by someone.

Successes
The PDF Market: PDFs benefited immensely from the OGL, as they gave publishers a big market to tap into. In addition, the design of 3e facilitated short, cheap, but eminently useful designs, exactly the sort of stuff that helped PDFs establish a foothold in the market.

Sharing: Even if designers didn't improve each other's design, as I talk about below, they did swap stuff back and forth. Admittedly, this sells short the true potential of open source (iterative improvements driven by end users), but it was at least a start. It's possible that sharing is the best that open gaming can offer designers.

Training: This is likely the most underrated aspect of the OGL: it allowed freelancers to better migrate skills from one company to the next. Good freelance RPG writers and designers are in critically short supply. Anyone telling you otherwise has low standards. The OGL made it more likely for writers to build and sustain a skill set useful to a number of companies. By extension, gamers saw better designed stuff come from designers who could spend a few years working on the same game.

Failures
Iterative, User Driven *What* Now? We never saw a sustained effort to improve the fundamental rules of D&D, and it's debatable that any such improvement would be embraced as such by enough end users. That's the key, driving component of open source in software: the people using the software improve it. All those thousands of people, combined, see and fix problems faster and more accurately than an isolated team. Improvements propagate quickly throughout the user community.

In essence, open source finds problems faster, fixes problems faster, and spreads those fixes faster. A "problem" could be anything from a bug (your FTP client crashes when you try to upload a file) to spotting a gap in the features offered by a program (your FTP client can't upload multiple files at once, and your users would love to add that feature).

The crippling problem for open gaming is that no one can agree on what problems need to be fixed, no one can agree how to fix the problems that have been agreed on, and publishers want to profit from offering those changes.

In essence, gaming ran counter to three of the biggest benefits offered by using open source.

There was a time when I pictured an active community of designers, all grinding away on D&D to make it better. I think that happened, but only in a fragmentary manner. Some people wanted levels gone, others wanted hit points fixed (with "fixed" defined differently for each group).

At the end of the day, most people wanted books of monsters, character options, and adventures. Products either stuck with the baseline or created a new baseline for a fragment of the original audience to then stick to.

And So?
I don't think it's fair to say that open gaming was a failure, it just took a different path in gaming when compared to software. The important thing is that it got people to think like open source developers and act like them on an individual scale, even if we didn't see the same network of successive improvements, bug fixing, and distribution.

I think that, in the future, we'll look back at this decade as the time that a broad community of RPG players formally took on the mantle of designers. Open gaming, the indie movement, and PDF sales have made it more possible now than ever for a good GM with a knack for writing to put together a book and get it out there for others to see.

The one advantage of open source that we did leverage was in recruiting a far, far larger pool of talent. We might never have agreed on what needed improvement, and we never did put that OGC wiki together, but there are more people today designing and publishing RPG material than ever before.

That alone makes it a success. Tabletop RPGs continue to survive (dare I say thrive without kicking off a 4e flamewar?) precisely because of their DIY nature. Open gaming made more people into designers and publishers, and that's a good thing for this hobby, because that's the key, defining trait of what makes RPGs what they are.

So, that's my take on it.

Liberty's Edge

I'm sure that the good folk at Paizo will ship playtest feedback forms and guidelines, but I'd like to submit for your consideration a couple of guidelines for the upcoming PF Beta feedback on these forums.

Apart from [Think tank], few other tags are currently used. I'd venture that a clear tagging of the threads would make the feedback easier to find for Jason and the team. I'd also love to see clearer descriptions of suggested rules' modifications. Finally, I wouldn't mind not reading again the words "nerf", "sucks", "lame" and "stupid" in the context of the playtest. :-)

So here goes nothing:

1. Reporting usability issues

1.1 Recommended tags for threads' subjects/titles

[Typo]: spelling/grammar mistake, incorrect page reference, missing words, sentences, paragraphs, tables, etc.

1.2 Other info to provide in the thread's subjects/titles
- affected rules
- clear reference to the location of the issue (page/table numbers)

1.3 Info to provide in the post
- brief explanation of the issue (if necessary)
- current wording of the issue (if applicable)
- suggested correction

1.4 Example
(Title)
[Typo] Sorcerer - Psychotic bloodline - p. 246

(Post)
Description
The description of the "Evil cackling" psychotic sorcerer's bloodline power is missing the ability type descriptor.

Text
Evil cackling: At 3rd level, you can emit a nasty laughter as a standard action, targeting any foe within 30 feet as a ranged touch attack. You deal 1 point of Wisdom damage for every two caster levels you possess.

Correction
Evil cackling (Su): Starting at 1st level, you can emit a nasty laughter as a standard action, targeting any foe within 30 feet as a ranged touch attack. You deal 1 point of Wisdom damage for every two caster levels you possess.

1.5 Template
[code]
Description

Text

Correction
[/code]

2. Logging change requests

2.1 Recommended tags for threads' subjects/titles

[Clarification]: The text is ambiguous or inconsistent. A rewording may be necessary to avoid divergent interpretations and eliminate contradictions.

[Tweak]: Limited modification of an existing rule.

[Redesign]: Extensive modification of an existing rule.

[Addition]: New rule which deals with an area not covered by existing rules.

[Variant]: Alternate rule for an area covered by existing rules.

2.2 Other info to provide in the thread's subject/title
- affected rules
- clear reference to the location of the affected rules (page/table numbers)

2.3 Info to provide in the post
Enhancement requests should contain:
- brief explanation of the issue addressed by the enhancement
- current wording of the affected rule(if applicable)
- suggested modification

2.4 Example
(Title)
[Tweak] Attack rolls - relevant ability score - p. 173

(Post)
Description
Smart characters should be able to use their Intelligence modifier when attacking stupid foes.

Current rule
Attack Bonus
Your attack bonus with a melee weapon is:
Base attack bonus + Strength modifier + size modifier

New rule
Attack Bonus
Your attack bonus with a melee weapon is:
Base attack bonus + Strength modifier* + size modifier

*You may choose to use your Intelligence modifier instead of your Strength modifier on attack rolls made against mindless creatures. If you carry a helmet or a big hat, its armor check penalty applies to your attack rolls.

2.5 Template
[code]
Description

Current rule

New rule
[/code]

Liberty's Edge

Notes
See Question concerning Sneak Attack .

Tweak
Upon reaching 20th level, a rogue becomes incredibly effective when dealing sneak attack damage. Opponents that are dealt lethal sneak attack damage by a rogue are instantly killed, unless they succeed on a Fortitude save with a DC equal to 20 plus the rogue’s Intelligence modifier.
Opponents that are dealt nonlethal sneak attack damage by a rogue are affected by one of the following effects, chosen by the rogue before the attack: paralysis for 2d6 rounds or sleep for 1d4 hours. The target receives a Fortitude save to resist with a DC equal to 20 plus the rogue’s Intelligence modifier.

Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to that rogue’s
master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.

Liberty's Edge

Notes
- OOTS 216
- Reduces the cheese.
- Consistent with the whip's rules.

Tweak
Chain, Spiked

A spiked chain has reach, so you can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe.

The spiked chain is treated as a melee weapon, though you don’t threaten the area into which you can make an attack.

Liberty's Edge

SNEAK ATTACK minor tweak proposition

Objective
Reduce the sneak attack damage rolled when a rogue manages to land several sneak attacks in a single round.

Description
Tweak - Attack variant
[...]This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. For every attack beyond the first made against the same target in a single round of combat on the rogue's turn, the damage is reduced by 1d6 to a minimum of 1d6.

Tweak - Hit variant
[...]This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. For every successful sneak attack beyond the first made against the same target in a single round of combat on the rogue's turn, the damage is reduced by 1d6 to a minimum of 1d6.

Liberty's Edge

Note
The suggestion is based on the discussion in this thread.

The tweak also removes the Weapon Finesse feat.

Tweak

Attack Bonus

Your attack bonus with a melee weapon is:
Base attack bonus + Strength modifier* + size modifier

*You may choose to use your Dexterity modifier instead of your Strength modifier on attack rolls made when you are unarmed and when you use natural weapons, light weapons, rapiers, whips and spiked chains made for a creature of your size category, provided that you are proficient with these weapons.

Liberty's Edge

Reposted from Rogue Suggestion (sneak attack talents)

Endier1 wrote:
You should edit your propossition to add the "take 10" variant that you explain us previously to reduce the time in play.

Thanks for the feedback. I think it works more like the minimal ranks for Performance checks or like the skill prerequisite for a feat, rather than Take 10.

Endier1 wrote:
The aid another option should work only if the helper continue investing his turn (standard action) to direct the attacks of the rogue, not only once for all the combat, I think.

I'm seeing this more as a free action. On a successful Knowledge check, the cleric shouts "Avoid the ribcage and go for its joints" which the rogue uses to determine the most accessible weak points of the shambling mockery of life. :-)

Once the check is successful, the rogue should be fine for the rest of the combat against this enemy.

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New BP

Available from level 8

Name: Inspire Resilience
Benefit: Morale bonus to AC and Reflex saves
Duration: As Inspire Victory
Targets: all allies
Progression: +1 at L8, +2 at L12, +4 at L16, +8 at L20
PP cost: 1/2/4/8

[edit: wrong table\

Liberty's Edge

I'm trying to map out the underlying principles for weapon-related feats to help me nail down the prerequisites for some combat maneuver feats.

I've done it up to BAB +11, but I'm struggling with some areas. If you're into this sort of thing, I'd be happy to read your advice.

BAB +1
- minimal skill level
- reference melee/ranged feat: Weapon Focus
- reference melee feat: ?
- reference ranged feat: Point Blank Shot

BAB +4
- confirmed skill level
- reference melee/ranged feat: Weapon Specialization
- reference melee feat: Great Cleave
- reference ranged feat: ?

BAB +6
- first iterative attack
- reference melee/ranged feat: ?
- reference melee feat: Improved Two-Weapon Fighting
- reference ranged feat: Manyshot

BAB +8
- ? (just because it's between 6 and 11?)
- reference melee/ranged feat: Improved Critical
- reference melee feat: Stunning Fist?
- reference ranged feat: n/a

BAB +11
- second iterative attack
- reference melee/ranged feat: ?
- reference melee feat: Greater Two-Weapon Fighting
- reference ranged feat: Improved Precise Shot

Liberty's Edge

Notes
Based on
1. Sneak Attack as a Standard Action
2. Sneak attack - weak spot - immunities
3. Sneak Attack and Knowledge checks - p. 23
4. Previous version: here
This is very much a work in progress. I'm toying with the idea of allowing non-rogues to deal extra damage to types of foes they have studied. I'm using the Knowledge rules discussed elsewhere as the basis for the feat.

New rule
Feat: Sneak Attack
You learn to identify your opponent's weak spots and to strike them for extra damage.
Prerequisite: BAB +1, relevant Knowledge training (at least 1 rank) or Heal 1 rank
Benefits
You select one of the following skills.
Heal: humanoids
Knowledge (arcana): constructs, dragons, magical beasts
Knowledge (religion): undead
Knowledge (nature): animals, fey, plants, vermin, monstrous humanoids
Knowledge (planes): outsiders, elementals
Knowledge (dungeoneering): aberrations, oozes

If you can catch an opponent belonging to the creature type covered by the selected skill when he is denied a Dexterity bonus to AC (whether the he has a Dexterity bonus or not) or when you flank him, you can give up all your attacks to perform a single attack at your highest BAB to strike a weak spot for extra damage. If you score a critical hit with your attack, this extra damage is not multiplied. Ranged attacks can deal extra damage only if the target is within 30 feet.
See the table below for the amount of damage you deal on a successful attack:
BAB | Damage
--------------
+1 to +5 |1d6
+6 to +10: 2d6
+11 to +15: 3d6
+16 to +19: 4d6
+20: 5d6

You must be able to see the target well enough to pick out a weak spot and must be able to reach such a spot. You may not sneak attack while striking a creature with concealment or striking the limbs of a creature whose weak spots are beyond reach.

In order to identify a target's weak spot, you must have the specified number of ranks in the relevant Knowledge skill. Your knowledge check is always assumed to be 10 + relevant Knowledge skill ranks (including the +3 class skill bonus). The DC of the check is 10 + 1/2 of the target's CR. For instance, a cleric with 1 rank in Knowledge (religion) (a class skill) may sneak attack CR 1, CR 2, CR 3 and CR 4 undead.

You may not use the Aid another action to gain a +2 to the Knowledge check result or to provide another character with such a bonus.

You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, choose a different skill.

Liberty's Edge

Note
In Alpha 3, the meaning of the Weapon Familiarity term has been expanded in relation to 3.5 to include racial Weapon Proficiency.
Alpha 3 features also the new Weapon Training concept for humans, which shares the same name as the Fighter's class ability and the Rogue's class talent.

For the sake of clarity and ease of conversion, I would like to make the following suggestions:
1. Return to the 3.5 meaning of Weapon Familiarity
2. Re-introduce the Weapon Proficiency entry.
3. Remove Weapon Training in the context of racial traits.

Tweak
Weapon Familiarity: <race> may treat any weapon with the word <racial adjective> in its name as a martial weapon.
Weapon Proficiency: <race> are proficient with <weapon list>.

[edit: typos]

Liberty's Edge

Tweak
"If you have 5 ranks in the relevant Craft skill, you get a +2 competence bonus on related Disable Device checks."

Liberty's Edge

Note
In 3.5, Disable Device was an Intelligence-based skill. The assumption was that a smarter character would have an easier time figuring out how a mechanism worked and disabling it without destroying it.

In Alpha 3, the skill is now Dexterity-based. I don't think the change is warranted.

In 3.5, Open Locks was a Dexterity-based skill. My assumption is that it was a very focused skill set (much more focused than dealing with the myriad of traps and devices) and at equal level of training a nimble character was possibly better at it than a smart character.

Now that Open Locks was merged into Disable Device (which has not changed), I would change the core ability to Intelligence to reflect the fact that a smarter character stands a better chance of studying complex mechanisms and bypassing or disabling them.

The tweak also eliminates the necessity to decide whether a skill which most of the time mobilises only the character's hands suffers from an armor check penalty.

Tweak
Disable Device
(Int; Trained Only)

Liberty's Edge

Alpha 3, p. 53
Table 5–2: Skill Check Bonuses
[...]
"1. Armor check penalty applies to all Strength and Dexterity-based skill checks."

Note
The current rule may be too wide and create confusion by suggesting that some skills were changed without it being the case.
1. See the armor check penalty to the Ride skill discussion here.
2. Swim: Under the SRD: Swim checks are subject to double the normal armor check penalty and encumbrance penalty.
3. See the armor check penalty to the Disable Device skill post here.

Tweak
"1. Armor check penalty may apply to Strength and Dexterity-based checks. See each skill's description."

Liberty's Edge

Alpha 2 Designer Notes: Unchanged Skills, p. 52
As of this release of the Pathfinder RPG, the following skills have not changed from the way that they work in the 3.5 ruleset: [...]<no Disable Device>[...]

Alpha 3, p. 53
Table 5–3: Altered Skills
<no Disable Device>

Alpha 3, p. 57
Disable Device
(Dex; Armor Check Penalty; Trained Only)
[...]

Note
- The Open Locks skill was merged into Disable Device.
- It doesn't appear that the sabotage/disarm traps aspect of Disable Device has changed from the 3.5 rules.
- Disable Device and Open Locks: Under the SRD, neither of these skills suffered an armor check penalty.

Tweak
Remove Armor Check Penalty from these skills or confirm that the Disable Device skill now has an armor check penalty.

Liberty's Edge

If you have 5 ranks in the Craft (Weaponsmithing or Bowmaking) skill or the Create Magic Arms feat, you get a +2 bonus on checks related to identifying a creature's damage reduction or energy resistance and means to overcome it.

Liberty's Edge

I'm concerned by the potential confusion brought about by the "Broken" condition.

"Broken" means quite commonly "completely unusable" or "ruined".

See "But Narsil was broken and its light extinguished, and it has not yet been forged again.(The Fellowship of the Ring: "The Council of Elrond")

See "I am Aragorn son of Arathorn and I am called Elessar, the
Elfstone, Donadan, the heir of Isildur Elendil’s, son of Gondor. Here is the Sword that was Broken and is forged again! Will you aid me or thwart me? Choose swiftly!" (The Two Towers: "The Riders of Rohan")

See http://www.giantitp.com/comics/oots0114.html

See The American Heritage® Dictionary of the English Language: Fourth Edition. 2000

broken
1. Forcibly separated into two or more pieces; fractured: a broken arm; broken glass.
[..]
10. Not functioning; out of order: a broken washing machine.

The Alpha 3 rules indicate that "broken" items are still usable, but at a penalty.

My suggestion would be to replace "broken" with the term "damaged", which is commonly used to refer to items which have been weakened by an external factor but have not necessarily been rendered unusable.

Damaged also works well with the gradation of effects for sunder attacks:

- hit but not damaged (hardness not overcome)
- hit and damaged (hardness overcome)
- hit and destroyed (hardness overcome, hit points exceeded)

Liberty's Edge

Relevant Alpha 3 threads to read for some background info:

- Acrobatics (ex-Tumble ) - new AoO definition?
- Changes to skills in Alpha 3 [p.52-65]

Liberty's Edge

Note
Big thanks to Culler for the inspiration in this post and to TharenTheDamned in this post.

Following the posts mentioned above, I had a quick look at similar level 20 class powers and my feeling is that a death effect with such a high DC is too powerful.

Wail of the Banshee (Death and Repose Domain), Implosion (Destruction Domain) or Power Word Kill (War Domain) have standard Fortitude DCs and have other limiting factors.

Also, I'm not sure a bard's performance should have such a directly necromantic flavour.

Paralyzing Show seems too powerful as well. 14+ rounds of paralysis with a non standard DC seems like a very long time.

Suggestion
Enthralling (provisional term) Performance (Su): A bard of 20th level or higher with 20 or more ranks in a Perform skill can cause one enemy to lose his mental faculties when experiencing an artistic performance of unsurpassed beauty. To be affected, the target must and be within 30 feet and be able to see or hear the bard's performance. To use the ability, a bard makes a full round Perform check. His check result is the DC for each affected creature’s Will save against the effect.

On a successful save,
creatures with 5 HD or less are stunned for 4d4 rounds,
creatures with 6 to 10 HD are stunned for 2d4 rounds,
creatures with 11 to 20 HD are stunned for 1d4 rounds,
creatures with 21 HD or more are stunned for 1 round

and the bard cannot use enthralling performance on that creature again for 24 hours

On a failed save,
creatures with 5 HD or less are stunned for 4d4 rounds and take 3d6 points of Wisdom, Intelligence and Charisma damage,
creatures with more than 5 HD and less than 11 HD are stunned for 2d4 rounds and take 2d6 points of Wisdom, Intelligence and Charisma damage,
creatures with 11 to 20 HD are stunned for 1d4 rounds and take 1d6 points of Wisdom, Intelligence and Charisma damage,
creatures with 21 HD or more are stunned for 1d4 rounds.

A bard can use this bardic performance ability utilizing any type of Perform.

Liberty's Edge

Note
I'd like to suggest the following series of tweaks for bardic performances. The changes aim to unify and clarify the wording of the sensory conditions required for the performance to affect the targets.

I have also expanded the Perform types allowed for the Discordant Performance. I find it very counter-intuitive to exclude music from a "discordant" performance.
Finally, I added the distance limit for some performances - nothing a bard feat couldn't overcome ;-)

Fascinate (and Suggestion and Mass Suggestion)
Alpha 3
Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature.
Tweak
Each creature to be fascinated must be within 90 feet, able to see or hear the bard's performance.

Inspire Courage
Alpha 3
To be affected, an ally must be able to percieve (sic!) the bard’s performance.
Tweak
To be affected, an ally must be within 30 feet and be able to see or hear the bard’s performance.

Inspire Competence
Alpha 3
The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.
Tweak
To be affected, an ally must be within 30 feet and be able to see or hear the bard’s performance.

Dirge of Doom
Alpha 3
To be affected, an enemy must be able to hear the bard perform and be within 30 feet.
Tweak
To be affected, an enemy must be within 30 feet and be able to hear the bard’s performance.

Discordant Performance
Alpha 3
To be affected, an enemy must be able to see the bard perform and be within 30 feet.
[...]
A bard can use this bardic performance ability utilizing Perform (act, comedy, dance, or oratory).
Tweak
To be affected, an enemy must be within 30 feet and be able to see or hear the bard’s performance.
[...]
A bard can use this bardic performance ability utilizing any type of Perform.

Inspire Greatness
Alpha 3
To inspire greatness, a bard must perform and an ally must hear or see him perform.
Tweak
To be affected, an ally must be within 30 feet and be able to see or hear the bard’s performance.

Frightening Tune
Alpha 3
To be affected, an enemy must be able to hear the bard perform and be within 30 feet.
Tweak
To be affected, an enemy must be within 30 feet and be able to hear the bard’s performance.

Paralyzing Show
Alpha 3
To be affected, an enemy must be able to see the bard perform and be within 30 feet.
[...]
A bard can use this bardic performance ability utilizing Perform (act, comedy, dance, or oratory).
Tweak
To be affected, an enemy must be within 30 feet and be able to see or hear the bard’s performance.
[...]
A bard can use this bardic performance ability utilizing any type of Perform.

Inspire Heroics
Alpha 3
To inspire heroics, a bard must perform and an ally must witness the performance for a full round.
Tweak
To inspire heroics, a bard must perform for a full round. To be affected, an ally must be within 30 feet and be able to see or hear the bard’s performance.

Deadly Performance
Alpha 3
To be affected, the target must be able to see and hear the bard perform and be within 30 feet.
Tweak
To be affected, an enemy must be within 30 feet and be able to see or hear the bard’s performance.

Liberty's Edge

Further evidence of the confusion

Liberty's Edge

With the Ki pool and ki powers rejigging, I see the monk relying even less on weapons. The suggestion above is now more of a design exercise and a way to humour players who really want to flurry with one-handed martial and exotic weapons.

Liberty's Edge

After the excellent rage point's pool and rage powers, we now have the ki pool and ki powers. Superb job, Jason. I took the liberty to rearrange the rules very slightly to provide a bonus at level 1. And I very badly need better names for the previously unnamed 4th level powers.

At 1st level (1), a monk’s gains a pool of ki, supernatural energy he can use to accomplish amazing feats called ki powers. The ki pool is replenished each morning after 8 hours of rest or meditation. A monk’s ki pool is equal to one half his monk level plus his Wisdom modifier. Unless otherwise specified, activating a ki power is a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels.

Ki Strike (Su): The Ki strike power allows the monk to overcome certain types of damage reduction The monk doesn't need to spend points from his ki pool, but he must have at least 1 point in his ki pool to make a ki strike.

* At 1st level, ki strike allows his unarmed attacks to be treated as slashing, piercing or bludgeoning weapons for the purpose of overcoming damage reduction. (2)
* At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
* At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
* At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

Level 4
* Lightning Strike (Su) (4): For each point spent from his ki pool, (3) a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack.
* Form of the Cheetah (Su) (4): He can spend 1 point to increase his speed by 20 feet for 1 round.
* Form of the Mongoose (Su) (4): A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.

Level 5
* High Jump (Su) (4): By spending 1 point from his ki pool, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.

Level 7
* Wholeness of Body (Su): A monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level by using 2 points from his ki pool.

Level 12
* Abundant Step (Su): A monk can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action thatconsumes 2 points from his ki pool. His caster level for this effect is 1/2 his monk level.

Level 19
* Empty Body (Su): A monk gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness. Using this ability is a move action that consumes 3 points from his ki pool.

Comments[
(1) and (2) I made the ki pool available at level 1 and introduced a new type of ki strike which allows to overcome damage reduction against slashing, piecing and bludgeoning types of damage. This reduces the monks reliance on weapons and makes him more useful to the party while eliminating the "golf-bag syndrome"
(3) I removed the limit on the number of attacks in a flurry. Considering the low number of ki points, I don't expect the monk to go crazy and spend everything in one attack without a very good reason.
(4) I would love to have suggestions for better names for these abilities.

Liberty's Edge

Alpha 3
Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd, to a maximum of +5 at 18th level.

I'd tweak it to:

Bravery (Ex): Starting at 2nd level, a fighter gains a +1 morale bonus on saving throws against fear effects and on checks to resist intimidate and demoralize attempts. This bonus increases by +1 for every four levels beyond 2nd, to a maximum of +5 at 18th level.

Liberty's Edge

Feint is still out of line with other CMs which use d20 + CMB vs DC 15 + CMB.

That particular (hopefully not deceased) horse was flogged here.

Liberty's Edge

Spotted in the Changes thread:

Mosaic wrote:
p.54 - the DC for Acrobatics to avoid an AoO when moving through a threatened square is now based on the opponent's BAB (15 + BAB) rather than a flat DC 15.

In 3.5, attacks of opportunity were provoked by the character doing something "reckless" i.e. dropping his guard or moving out of/through threatened squares.

I don't recall the skill of the enemy playing a role in the occurrence of the AoO in 3.5.

The current Acrobatics rule tends to indicate that the better your enemy is with weapons the more likely you are to fail at moving carefully and the more likely you are to provoke an attack of opportunity.

The immediate issue is that the new rule creates an inconsistency with the Mobility feat and with the casting on the defensive action, which do not scale with the BAB.

The broader issue is that the core definition of the conditions that make an AoO possible is modified.

Scaling the DC based on the enemy's skill, size etc. has been discussed extensively here and here .

Suggestion: drop the BAB criterion and scale the difficulty of the action using BAB-independent criteria which directly affect the difficulty of the action (just like the spell level for casting on the defensive):
+1 to the DC if the acrobat is larger than the enemy.
-1 to the DC if the acrobat is smaller than the enemy.
+4 bonus to the check if the acrobat has the Mobility feat (applies only to movement through an enemy's space)
+2 to the DC if the enemy has the Combat Reflexes feat.
+2 to the DC if the enemy has a reach weapon which is able to strike adjacent squares etc.

Liberty's Edge

Under 3.5, Prestige class A requires 8 ranks in Ride.

A fighter can enter the prestige class at level 5 (8 ranks).
A wizard can enter the prestige class at level 13 (8 ranks).

Under Alpha 2, the 3.5 Prestige class A requires 8 ranks in Ride.

A fighter can still enter the prestige class at level 5 (5 ranks +3 bonus).
According to the designer notes on page 36, a wizard can enter the prestige class at level 10. (10 ranks)

The formula for cross-class skills as prerequisites is

(3.5 prestige class required skill ranks-3) x 2
(8-3) x 2 = 10

Question: Is the lowering of access requirements a desired consequence?

If it is not, i.e. if prestige classes should be attainable at the same character level as in 3.5, the formula for the minimal number of ranks in a cross-class skill should be:

Alpha 2 minimal ranks for a character with a class skill + 3.5 prestige class required skill ranks
i.e. 5 + 8 = 13

Liberty's Edge

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In 3.5, characters received skill points which were spent to buy ranks.
In Alpha 2, characters receive ranks which are spent to buy ranks. This strikes me as counter-intuitive and confusing.

I would suggest reverting to the old terminology and renaming the +3 bonus for investing in a class skill to "3 additional ranks".
This also resolves the issue of recalculating the prerequisite class skill ranks in Designer Notes: Prestige Skills.

Here is the rewritten Acquiring Skills section:
At first level, your character gains a number of skill points dependent upon your class plus your Intelligence modifier. At every level after that, you gain additional skill points. These skill points can be spent on any skill, but you can only invest a number of points into a specific skill equal to your total Hit Dice. In addition, each class has a number of favored skills, called class skills. Your character is most proficient in these skills, as they represent part of his professional training and constant practice. You gain 3 additional ranks on all class skills that you put points into. If you have more than one class and all classes grant you 3 additional ranks, you gain them only once.

Liberty's Edge

3.5 Cleave

If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.

3.5 Great Cleave
This feat works like Cleave, except that there is no limit to the number of times you can use it per round.

Alpha 2 Cleave
As a full-round action, make a single melee attack against a foe within reach. If you hit, you deal damage normally and can make an additional attack (at the same bonus) against a foe that is adjacent to the first and also within reach. Both of these attacks are made at your highest attack bonus. You can only make one additional attack in a round with this feat.

Alpha 2 Great Cleave
As a full-round action, make a single melee attack against a foe within reach. If you hit, you deal damage normally and can make an additional attack (at the same bonus) against a foe that is adjacent to the previous foe and within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they
are within your reach. You cannot attack an individual foe more than once in a round with this feat.

Question: The current wording in alpha 2 doesn't say that you cannot take a 5-foot step before making this extra attack. Is it an oversight or are we allowed to make a 5-foot adjustment before the follow-up attacks?

Liberty's Edge

I've never used the weapon size categories rule introduced in 3.5.

1. The -4 penalty felt too small to represent the alleged different design between a Tiny and a Medium greatsword.

2. Also, I couldn't get my head around the fact that the thousands of Medium shortswords are so similar that the biggest-handed combatant can use without penalty a shortsword made to fit the fine and delicate hands of another combatant.

3. Finally, it felt like way too much hassle for the rare situation when the party would be forced to use inappropriately sized weapons. You can pull a "naked-in-Lilliput" trick only a couple of times before the players protest.

Liberty's Edge

Alpha 2, page 39

With this skill, you can evaluate the value of any object,
picking out priceless treasures from worthless junk.
[...]
If you are trained in Appraise, you can use it in conjunction with detect magic or identify to determine the properties of a magic item in your possession. The DC of this check is equal to 15 + the item’s caster level. If successful, you determine the item’s properties and command words.

Question:
Does Appraise used without detect magic or identify allow you to evaluate the full value of a magical item or only the value of the magical object minus the value of its magic properties?

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