| SortHac |
So, first things first. This is an absolutely amazing project, and I am incredibly thankful to everyone involved because there are some great changes and fixes to a very wide reach of aspects in both 3.5 and Pathfinder included in this homebrew system, and I love it.
I did notice a few things that need either fixing or clarifying though:
1) In the rules for Double Weapons, it states the following:
"Double Weapon: You can use a double weapon to fight as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon."
Now, the wording on that last line implies that they aren't "a one-handed weapon and a light weapon". They are simply treated as such for the purposes of attack penalties for two-weapon fighting. This is further reinforced by the fact that any examples of double weapons in Chapter 5: Equipment refer to them as a "two-handed double weapon".
So... Do they get the normal benefits for attacking with a two-handed weapon? 1-1/2 strength to damage? If so, is it with one end or both ends? What about Power Attack? Do you get the 50% increase for attacking with a two-handed weapon, but also get a -50% for the off-hand attack resulting in a net zero for the off-hand? If so, do you still retain the 50% for the main-hand attack?
2) The rules for Overrun in Chapter 7: Combat are completely missing. Does anyone happen to have the Kirthfinder rules for Overrun handy, or should I just substitute them with the rules from either 3.5 or Pathfinder?
3) When using the Total Defense action, it says that you "give up your normal attacks for the round". Does this mean that you lose those partial actions, or do you get to keep the partial actions and they just don't get to be used for normal attack actions? If you get to keep them, can you hold those partial actions and use them to attack later in the round?
4) As written, the Leadership feat does not function properly if you don't have a Diplomacy bonus of +10 or higher.
For instance, let's assume you have someone who takes it at first level, but doesn't have any Charisma modifier. So all they have is a single rank in Diplomacy to qualify for the feat. Ergo, they have a Diplomacy bonus of +4. Plugging their Diplomacy Bonus into the formula [((X - 8) / 2 )^2] gives us a Leadership Potential of 4.
The problem comes if they level up. If they put another rank into Diplomacy, that bonus rises to +5, and if we plug that into the formula...
[((5 - 8) / 2 )^2] = 2.25, rounded down to a Leadership Potential of 2.
As you can see, by leveling up, they've managed to lose followers.
I won't get too far into the specifics, but the point is that as the formula stands currently, it only starts to work properly if you have a Diplomacy Bonus of +10, because that's the first time you get a Leadership Potential of 1, and it begins increasing that Leadership Potential as your bonus increases.
Thankfully, there's an easy enough fix that doesn't require changing the formula at all. Just implement a rule that if you have a Diplomacy Bonus lower than +10, your Leadership Potential is treated as 1 (or 1/2, either works).
This way, you can't have someone giving themselves a -4 in Charisma with 1 rank in Diplomacy to get a CR 16 army.
(Though admittedly that would be hilariously funny to picture, especially because at level 1 your option for followers would be limited to Kobold warriors, experts, and adepts. As each are CR 1/4, this hypothetical leader with crippling self-esteem issues would be in command of a whopping 64 Kobolds!)