![]() ![]()
![]() I would like to see this to changed to something more generic like Treat Injury or perhaps just Recovery. I know there is some disagreement on how people look at this but wouldn't it be better for this to be more generic? This also dovetails into the discussion of how it should be possible that characters should be able to recover some hit points after being involved in combat. Since the loss of hit points does not always represent being physically injured the recovery of hit points representing a character catching their breath or getting some stamina back makes sense and can help with extending the adventuring day. I haven't played Starfinder but the Stamina mechanic sounds intriguing. However I would not like to have to track something additional. ![]()
![]() Instead of 4e healing surges, how about more access to temporary hit points. Call it adrenaline, inspiration, vigor, luck or whatever. It serves as a buffer for the permanent hit points, allows for a longer adventuring day without having to take rest in between encounters and its not something that needs to be tracked in a real way. You have them in the encounter and then when the encounter ends there gone. ![]()
![]() I dislike the idea of CLW wands and it is time for them to go. It has seemed to me so utterly artificial even from a game stand point. There has to be a better way and I am glad they are attempting to change it. What about temporary hit points? If there were more ways to gain temporary hit points in combat, it would mitigate the reduction of hit points and allow for a longer adventuring day. Characters would still have to be concerned about their hit points but over a longer period of time (and that is what we are looking for right?) and this also helps with those who dislike the heal to full after ever fight. With more ways to gain temporary hit points, a character could still have his hit points decreasing but also not have to worry as much going into a fight without his hit points maxed out. Flavor the temporary hit points as the luck and adrenaline that happens during combat. It all goes away at the end of an encounter and characters would need less "healing". We all know that hit points don't just represent how much physical damage a character can take and maybe temporary hit points can thematically be the intangibles that a character has while in combat. ![]()
![]() Where does it say how many spell points a bard starts with? The entry reads that "Your maximum number of Spell Points is equal to your key ability modifier (minimum 0)." It doesn't say "You start with Spell Points equal to your key ability modifier (mimimum 0)." To me that is two different things so it is not really clear. Feats can increase your pool of Spell Points. Is that beyond the maximum number of Spell Points? If it is then that's confusing because then the maximum number is no longer the maximum number. ![]()
![]() In the playtest rulebook it states the maximum spell points you can have is equal to your Int modifier. What I don't get is how many spell points you start with. Is it 1? If it is then it should state that in the rulebook with the class feature that gives you your initial power. Am I reading things incorrectly or am I missing something in the rulebook? ![]()
![]() This is something I've come up with and used. I wouldn't consider it self healing but just a way of saying that a certain amount of damage taken in one hit actually represent a physical wound. All other damage is fatigue, luck etc. that hit points encompass. That all comes back to you at the end of combat. Wound Threshold Anytime a character takes damage equal to 1/3 of their hit points in one shot they take a wound. Wounds can only be healed quickly through magic. Otherwise the character must rest. Wounds also have some negative effects: 1st 1/3 = Battered
2nd 1/3 = Badly Injured
3rd 1/3 = Incapacitated
All other damage taken during the encounter goes away at the end of combat. ![]()
![]() Just throwing a thought out there: What about having to take a feat to get into a certain skill range? This could cut down on the "all of a sudden, I'm awesome at this skill" syndrome. 1-5 ranks Untrained (no need to take a feat to be in this range) 6-10 ranks Trained (need to take the feat Skill Training to get in this range) When you take Skill Training you are able to gain this range in two skills of your choosing. Same would go for Skill Expert and Skill Master. 11-15 ranks Expert (need to take the feat Skill Expert to get in this range) 16+ ranks Master (feat Skill Master) I think this is somewhat along the lines of the Hybrid skill system that people were thinking of. The issue here is what kind of effect does turning Skill tiers into feats have on skill based characters? Also what about keeping all the 3.5 skills but adding a feat called: Skill Combination For example if you take the feat Skill Combination: Stealth - combine the ranks you have of the skills Hide and Move Silently and divide by 2. You now have a Stealth Skill. Instead of adding skill points to Hide and Move Silently you now may add skill points to Stealth. Any check that involves Hiding or Moving Silently is now resolved through Stealth. I haven’t thought too deeply about how ability modifiers would come into play when the two skills have different stats attached to them. Anyway, it was just a quick thought. ![]()
![]() Weylin Stormcrowe 798 wrote:
#2 What effect does this have on mobility and spring attack? I do like the inclusion of the extended move but it looks like mobility and spring attack become a lot less desireable. ![]()
![]() Epic Meepo wrote:
Don't you still run into this problem because of Weapon Focus and Weapon Specialization? Why not just rename this ability Battle Training and give the Fighter a flat +1 attack and damage bonus to any weapon he is proficient in? Would that be overpowered? Instead make some feats for customization of weapon groups. For example make a feat called Bash that allows you to daze an opponent for 1 round when you roll a critical. This feat may only be used with bludgeoning weapons. ![]()
![]() Snorter wrote:
I think that when it comes to mid through high level encounters the monsters you go up against don't translate well to being disarmed, sundered or grappled. Sure going up against another fighter type monster (ogre, giant, human npc etc.) these combat maneuvers can be used effectively. Going up against an owlbear, ankheg, otyugh, or dragon what commonly effective use is disarm, sunder or grapple? ![]()
![]() I like the concept of feats. However, I've never completely understood if there is a way to balance feats. Some feats only happen at certain times and other feats are permanent bonuses. It seems to me that feats can be split so we have: Feats Feats are something you can do. They involve an action and specific uses. Enhancements Enhancements are bonuses or abilities that are gained permanently. They can increase Feat effectiveness, boost skills, give you bonuses to your saves or bonuses to attack, damage or armor class. There is no action to activate enhancements. +++++++++++++++++++++++++ If feats/enhancements are done this way I understand that this makes them more like 4e. However, I think this would make it easier to balance and create new actions under 3.5. Would this be backwards compatible with 3.5? I'm not sure. ![]()
![]() Golarion Goblin wrote:
I would say: Elven Bow Focus replaces Weapon Focus Longbow. Elven Bow Specialization replaces Weapon Specialization Longbow. So, your Elven Fighter would take Elven Bow Focus at 1st level and then would take Elven Bow Specialization at 4th level. ![]()
![]() Golarion Goblin wrote:
I was thinking that they would replace Focus and Specialization. I guess a note would have to be placed within the feats to say that very thing. ![]()
![]() Eric Tillemans wrote:
When attacking with two weapons, those attacks aren't considered iterative attacks are they? I probably should know this but if you have an 11th level fighter with two weapons how many attacks does he get in one round? 4? Are all 4 considered iterative attacks or are only 3 of them considered iterative attacks? ![]()
![]() Naszir wrote:
Dang, beaten to the punch by grrtigger. I guess that is because that is what tiggers do best. ![]()
![]() ELVEN BOW FOCUS
ELVEN BOW SPECIALIZATION
(Yes, these feats are better than their generic conterparts but they are supposed to represent that elves tend to be better at using bows than any other race.) ![]()
![]() Pneumonica wrote:
For one, you get away from the disappointment of "Yes, I rolled a threat! Guh, I missed on my second roll. That 20 was nothing special." For B, you get away from the major disappointment of "Yes, I rolled a threat! Yes, I scored a CRIT!! Guh, I did minimum (or near minimum) damage. That CRIT was nothing special." Having the option to score maximum damage gives a sense of accomplishing something. While keeping the option of the Threat/Crit roll as an ability to accomplish something even bigger, if you are willing to risk it. ![]()
![]() Pneumonica wrote:
For one, you get away from the disappointment of "Yes, I rolled a threat! Guh, I missed on my second roll. That 20 was nothing special." For B, you get away from the major disappointment of "Yes, I rolled a threat! Yes, I scored a CRIT!! Guh, I did minimum (or near minimum) damage. That CRIT was nothing special." Having the option to score maximum damage gives a sense of accomplishing something. While keeping the option of the Threat/Crit roll as an ability to accomplish something even bigger, if you are willing to risk it. ![]()
![]() Naszir wrote:
One addition to this. If you fail at choice 2 you roll damage normally. ![]()
![]() I like the way 4e went with max damage when rolling within a critical range. However, I do understand the reservations people have with this and was thinking there may be a compromise that Pathfinder could include. Here is my thought: If you roll within your threat range on your attack you can - 1) Automatically do max weapon damage but you do not get the weapon multiplier. or 2) Choose to roll the d20 again. If you are successful then you gain the weapon multiplier and roll damage normally. ![]()
![]() I’ve been trying to brainstorm racial feats. Rather than giving races bonus feats at certain character levels these feats should just be additional options for a character of that race. Here is an example of some Elvish feats I’ve come up with. Add Elven Racial feats to the Elven Racial traits page: BREADTH OF KNOWLEDGE
IMPROVED DODGE
ONE WITH NATURE
SPELL KNOWLEDGE
SWIFT OF FOOT
WHIRLING ATTACK (COMBAT)
![]()
![]() How about giving access to Bonus Feats every four levels starting at 4th level. Of course you still have to meet the prerequisites but an extra 5 feats over 20 levels doesn't seem like it should make this overpowered yet this would make your race something that matters beyond 1st level. For example, if you are an elf, you gain these bonus feats to choose from every 4 levels: Agile Maneuvers (Plays into the grace and quickness of the elven race) Deadly Aim (Plays into the skill with Bows that the elven race has) Far Shot (See Deadly Aim) Point Blank Shot, Rapid Shot, Precise Shot, Shot on the Run, Many Shot Any Metamagic feat (Plays into the fact that elves are good with magic) Lightning Reflexes Magical Aptitude Spell Focus Greater Spell Focus Spell Mastery Spell Penetration Greater Spell Penetration I'm sure there are more that could be added to the list. Just as a small aside it would be nice if the races could get rid of those tiny specific bonuses to saves. Just give Elves a +1 to their Reflex and Willpower saves. Give dwarves a +2 to their Fortitude saves. Give Halflings a +2 to their Reflex saves. Give Gnomes a +1 to their Reflex and Fortitude saves. Give humans a +1 to all their saves. Give Half-orcs a +2 to thier Fortitude saves. Give Half-Elves a +2 to any one save and a +1 to any one save (cannot be the same as the +2 save). ![]()
![]() Quick Suggestion after taking a quick look through the Alpha: Make it so that race can be a bigger part of the character. Make a lot of racial feats and maybe even make it so that during even levels you gain a racial feat. To me this just makes so much sense if you want to take 3.5 to the next level. |