Chengar Qordath wrote:
It's better to just ban it, so everyone's on the same page.
Zardnaar wrote:
Remove all core classes from the game. Allow all the tier 3 classes introduced afterwards, instead. Or take the DSP books, change "power points" to "mana" and re-fluff the powers. Natural spell, metamagic rods and the like aren't the problem. The issue is a massive power and versatility gap between all the classes - a gap that is continually expanded upon with new books because of the fundamental problems with spells vs feats.
DrDeth wrote:
I regularly see the fighter marginalised from level 1. By level 12 you need to ask yourself what they're even doing in the party.
Remy Balster wrote:
I think the rules assumption here is... When doing so, he may make one additional attack, taking a -2 penalty on all of his attack rolls, as if fighting with two light weapons while using the Two-Weapon Fighting feat.I believe the citing of the Two-Weapon Fighting feat also implies the use of the two-weapon fighting rules that the Two-Weapon Fighting feat modifies. While there is some rules ambiguity with the actual wording, fighting "as if using" the Two-Weapon Fighting feat does not make any sense without the implication that you are also using the two-weapon fighting rules themselves. Provided you can accept that implication, it then follows that you cannot use the two-weapon fighting rules a second time in conjunction with flurry, as you are already treated as using them.
Ravingdork wrote:
Agreed, and the rules should be updated if an arbitrary decision like the above has to be made. FAQ's are for clarifying existing rules, not making up new ones. (Nothing in the TWF rules has anything to do with "hands". It's a blind ruling.) Anyway, I'd still allow the cestus thing. I wouldn't play it, though, as I'm personally not a fan of characters that rely on specific equipment pieces.
Brainwave wrote: While I do think Wild Warden is stronger than Shapeshifter mostly due to the ability to take your animal bonus to +4, I'm not as psyched about the hand size part. Personally I think that 6 hand size is about perfect, 7+ is just asking to lose a lot of life if something goes bad. This is especially true for a character like Lini who doesn't start with armor, so all she's probably got in an emergency is one of those loot Medallions to protect her hand from damage. I might change my mind on that later depending on how the rest of the adventures go but at least for now the only character I've taken above 6 hand size (or intend to) was Ezren because you basically have no choice with him. When you can cast Cure, damage is meaningless. I will often reset 4+ cards at end of turn with no concerns, because they shuffle right back into my deck. 7 cards in hand increases your options, and allows rapid cycling to ensure you get the cards you need. You can guarantee any specific card in hand within two turns, and with proper deck management you are an effective contributor during that time, as well. Armour remains one of the worst card types, and in Lini's case even the items that mitigate damage are pretty bad. Masterwork tools or items that remove themselves are better options (eg Holy Candle). |