Kieviel wrote:
I do my best to avoid houserules on the grounds that they may create unforeseen consequences, but that actually sounds like a fair enough trade. I'll keep it on record as a possibility. Thanks. Edit: And then immediately after that suggestion, my player suggests the same thing.
Gaekub wrote:
All right. I hadn't considered it from a perspective of spending the ability. In that case, you'd be correct. I may do some tests with it to ensure that it isn't going to put too much emphasis on the alchemist.
I'm currently hosting a campaign of mostly new players (and I'm not exactly a veteran, either), and one of the more experienced ones has been experimenting with his alchemist. He's gotten rather inventive with it. The concept is that of a doctor who is fascinated with the occult. To create this mechanically, my player wants to take two archetypes and a prestige class. He wants to ultimately be 10 vivisectionist psychonaut alchemist/10 shadowdancer. As far as I've been able to tell, this all works out save for one thing. Psychonaut downgrades the alchemist's bomb ability.
Now, I understand that multiple archetypes can be taken, as long as they don't overlap. However, in this case, it doesn't seem that his alchemist will be able to double up on his abilities. I reason that you can't take multiple archetypes because it would allow a character to double up on abilities or improperly augment them, but this doesn't seem to be the case with this particular combination. He's completely getting rid of the downgraded ability, thus downgrading it further. How's my logic here, guys? I'm really not sure on this one. RAW he wouldn't be able to do this build, but RAI may be different. From an "I don't want this guy to break my game" standpoint, how would you rule this? Feel free to point out any other potential rules problems that I may have missed if you notice them. I can probably explain further if needed.
Let's see here. . . I've only seen this complaint thrown around a couple of times. I'm relatively new to the forums, though, so I can't really evaluate if people consider it a big deal or not. I don't really care for the fact that a character's BAB is tied in with their HD. I understand that it provides internal consistency within each type of class, but there are instances in which this doesn't give a class enough to hit *COUGHMONKCOUGH*, and others in which it seems to be an unnecessary boon. Ultimately, though, it's mostly a gripe against the monk.
I'm GMing my first serious game as well, and I've found it difficult to keep the game morally and technically challenging without alienating the players. I'm succeeding, however. The characters are so fearful of dying that they don't want to continue, but they're so swept up in the narrative that they are compelled to go forth regardless of their fears. It is at least effective within the context of the campaign, which is horror themed.
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