Shel Lupescu

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I have written up a very initial version of a wounds-based combat system for Pathfinder (that is, it doesn't use Hit Points, but loads up characters with wounds that affect their performance). I'd like to know what people think of it. If possible, when using it, try running whatever combat you're planning under the standard rules first, then running it under these rules, to compare the way things come out.

Feedback is welcome, so long as it is constructive. Note that this is meant to give the game a "grittier" flavor, so feedback along the lines of "wow, after a few hits, my combat abilities were really screwed up and it took a long time to heal" will be interpreted as positive. (grin)

Also note - elementals and other creatures immune to critical hits become much, much deadlier under this version of my wounds-based rules. I know this and am trying to decide whether it's a bug or a feature.

Thanks in advance.

Here's the link: http://db.tt/EZosxSXP

<edited to fix 404 error>


4 people marked this as FAQ candidate.

The Terrain Mastery Rogue Trick, from U.C., makes Rogues better at the whole Favored Terrain gig than Rangers - that seems a little... weird.

The ranger ability has been changed from previous versions of it (some in games by Another Company) where getting a new Fav. Terr. increased ALL previous Fav. Terrs. by +2 to a version where getting a new one only increases ONE Fav. Terr. by +2. The rogue talent explicitly says that each time a new Terrain Mastery is selected, ALL Favored Terrains gained through other selections of Terrain Mastery increase by +2 each. This is similar to the old model and is clearly superior to the ranger's ability to acquire Favored Terrains (not to mention the fact that, through the Extra Talent feat, rogues can acquire Favored Terrains FAR more rapidly than a ranger can, as there is no feat that allows Rangers to select an extra Favored Terrain).

My question is, was this on purpose or a mistake? Should it be changed?


2 people marked this as FAQ candidate.

The Gloves of Dueling (APG) indicate that "[i]f the wearer has the weapon training class feature and is using an appropriate weapon, his weapon training bonus increases by +2."

Now, some of the "subclass" packages of alternate class features for fighters (from Chapter 2 of the same book) swap out weapon training for other abilities. The Archer, for instance, gains "Expert Archer" instead, which functions like weapon training, but with bows. The Polearm Master gets "Polearm Training," which functions like weapon training, but for spears and polearms.

My question is this: does having one of these abilities count as having "weapon training" as a class feature for the purpose of Gloves of Dueling? If so, a rubric to cover these cases is needed, and wording may be important, as some of the things that replace weapon training are less straightforward than the examples already cited (see Mobile Fighter). I'm not against the idea of applying this bonus to anyone who has weapon training 1 or any substituted class feature, but I'm curious to see how the ruling comes down, and the reasoning given.


I totally love the wondrous item "Folding Boat." But I didn't love it enough, apparently, to notice before now that neither form of the item (boat or ship, as the text seems to have settled on dubbing them) matches any of the forms of transport in the equipment section well enough to determine what its movement stats should be. Both forms seem to fall neatly between "Rowboat" (on the too-small end of things) and "Keelboat." Complicating things further, because of the design of the Keelboat, it moves slower than a Rowboat, so I can't even split the difference between the two speeds and call it a day. The "ship" form of the folding boat seems to be like a quarter-size version of the Sailing Ship, but that isn't really helpful in terms of determining its stats. Straying from pure Pathfinder goods, it comes closest in terms of size to the Pinnance as described in Stormwrack, and indeed both have the same complement (about 15 people), but the Pinnance is described as having more sails. Should I suck it up and use the Pinnance from Stormwrack, or has this been dealt with by some errata or official utterance somewhere already?