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The Deadly Simplicity Cleric class feat increases your character's damage die with their deity's favored weapon by 1 size (or increases it to d6 if the weapon is an unarmed attack and it's lower than d6). A monk has a d6 fist, due to powerful fist, so getting the Deadly Simplicity class feat whilst worshiping Irori, would increase the die to d8. Does that go for Style attacks, as well, though? Or are they considered different weapons from the Fist weapon? Or are they not even considered weapons at all? Would it make, for example, Dragon Style's attack from a d10 to a d12? Or would it remain d10? ![]()
Ephfive wrote:
Equipment: "Shuriken 1 cp 1d4 P 20 ft. 0 — 1 Dart Agile, monk, thrown" Traits: "Monk: Monks can use these weapons with their abilities that normally require unarmed attacks." ![]()
While I appreciate 2E's archetyping, and have become much more welcoming of it, that still means that you are only allowed to be primarily Class A whilst dipping into Class B. True multiclassing allows both for this, AND for mixing and matching levels between classes so that they're more evenly spread. And since the bread and butter of a character's effectiveness comes from their proficiency+level bonus, multiclassing allows for a balanced approach between the different sides (1-1 multiclassing, 2-1 multiclassing, soloclassing, multi-multiclassing), without making either side the flat-out superior to the other. ![]()
Vic Ferrari wrote:
Why should they? why should PCs ever gain anything, if that's gonna make things easier for them? don't give them +lvl to proficiency, don't give them feats, don't give them magic items, don't give them level ups. In fact, don't give them anything. Sounds certainly fantastical [/sarcasm] ![]()
SuperSheep wrote:
Which is why I firmly believe that Monks should be able to substitute Dex with Wis to their AC/TAC. Let me be the strong ki-monk who's slower than molases, dammit! ![]()
You're mixing the Will Save, which resists mental influence, with the Wisdom attribute, which aids the will save in resisting mental influence(by dint of recognizing subconsciously that something's off). Common mistake, that. Also, there's a difference between cognizantly knowing someone attempts to do something to your mind, and KNOWING with every fiber of your being that someone attempts to do something to your mind. ![]()
>Sorcerous Ego Intimidate could stand being folded into Strength instead(but with a feat option allowing for Charismatic Intimidation). Otherwise, the Charisma score is fine as is. >Will Saves Just because you are "strong minded" and stubborn, doesn't mean you are less prone to suggestions, charming spells, or insidious undermining. In fact, you may be even more liable to becoming charmed. Wisdom helps more, as it allows you to recognize when you're having one pulled over you, and that's something's terribly off, on an instinctual level. >Perception Wisdom is related to Perception, as a way of looking at things from an abstract point of view, and making snap, judgement decisions based on those(As opposed to stuff like Investigate, which is more about evidence gathering and analyzing). It's "knowledge" that comes not from strict formulas or memorization, but from life experience, common sense, insight, and just plain old gut feeling. >Thief Skills Geppetto has rubbish dexterity, but godly crafting ranks, so he more than makes up for it with sheer skill. >Dexterity Fighters I'd be fine with making Dexterity add bonus to damage for finesse weapons. >Overall No need for changing the six abilities. ![]()
Wolfism wrote:
Yeah, stuff so that proficiency itself lives up to its names, without screwing with the tight math itself. ![]()
Thinking on how could Multiclassing be implemented in 2E, using the current character progression as the main skeleton, I came up with the following idea: Spoiler:
0 - Ancestry, Ancestry Feat 4, Background, Background Feat, General Feat, 1 - Class Level+1, Class Feat 4, Proficiency 10, 2 - Class Level+1, Class Feat, Skill Feat, 3 - Class Level+1, Class Feat, General Feat, Skill +1, 4 - Class Level+1, Class Feat, Skill Feat, Proficiency +1, 5 - Class Level+1, Class Feat, Ancestry Feat, Skill +1, Ability +4 6 - Class Level+1, Class Feat, Skill Feat, Proficiency +1, 7 - Class Level+1, Class Feat, General Feat, Skill +1, 8 - Class Level+1, Class Feat, Skill Feat, Proficiency +1, 9 - Class Level+1, Class Feat, Ancestry Feat, Skill +1, 10 - Class Level+1, Class Feat, Skill Feat, Proficiency +1, Ability +4 11 - Class Level+1, Class Feat, General Feat, Skill +1, 12 - Class Level+1, Class Feat, Skill Feat, Proficiency +1, 13 - Class Level+1, Class Feat, Ancestry Feat, Skill +1, 14 - Class Level+1, Class Feat, Skill Feat, Proficiency +1, 15 - Class Level+1, Class Feat, General Feat, Skill +1,Ability +4 16 - Class Level+1, Class Feat, Skill Feat, Proficiency +1, 17 - Class Level+1, Class Feat, Ancestry Feat, Skill +1, 18 - Class Level+1, Class Feat, Skill Feat, Proficiency +1, 19 - Class Level+1, Class Feat, General Feat, Skill +1, 20 - Class Level+1, Class Feat, Skill Feat, Proficiency +1, Ability +4 Things to note:
thoughts? ![]()
Quick Jump decreases Long Jump to one action, but it forgoes the Stride which is normally part of Long Jump. Long Jump distance moved = Stride + horizontal leap
If your aim is to move as far as possible and then attack, Flying Kick is your best bet, if and only if you need Stride + horizontal leap to reach the target, and only have 2 actions left for the round. Otherwise, might as well just move normally, and FoB to get the most bang for your buck. As for Assurance, it doesn't replace the d20, but it DOES replace the skill roll+bonus, if you so chose to use it, which means that you forgo rolling a d20 (and chancing a critical failure), in order to instead "Assure" that you get the listed result. At Legendary proficiency, the listed result is 30, which means you auto-pass any DC30 check with that particular skill. That's +25 feet movement guaranteed with Long Jump/Flying Kick, on top of the monk's base Stride. +30 feet, if you're in Crane Stance. ![]()
Rysky wrote:
>Someone who is trully heroic If your larger than life feats inspire others to your cause, that makes you trully heroic to them. Good, bad, you're the guy with the divine gun. ![]()
I firmly believe that no base class should ever be restricted in less than 5 alignments. yes, including the paladin, whom I believe should belong to anyone of the X-treme alignments (LG, CG, TN, LE, CE). You could have each alignment fall to a specific Order that the Paladin must choose at creation, and said order come with a set of feats unique to it, while sharing the larger pool of paladin feats, so you'd get Paladins of Freedom, Tyranny, Slaughter, Justice, and Balance. Yes, they're all Paladins, and they're all the exemplars of their respective alignments, the most extreme ones on the L-C/G-E axis. With that said, bring alignment restrictions for more classes (Monks can be any non-Chaotic, Barbarians can be any non-Lawful, Druids can be any Neutral, etc). ![]()
shroudb wrote:
the chances of doing anything of worth with the third attack at -8 is abysmal FoB benefits greatly from both hits landing (0, -4), not only in terms of overcoming resistance/dr, but from level 9 on, your damage die is increased one step as well, if both hits land. That 3d8+4 + 3d8+4 will become 3d10+4 + 3d10+4. And if any of those crit, hooo boy hitting on a (-4, -8) is very bad, unlikely to yield as good results as (0, -4), unless it's a lower leveled foe, in which case, why even bother? If you've a fair chance of hitting someone at -8, chances are you can take your time dispatching them, without needing to do so at the swiftest time possible. ![]()
only if you also wish to attack on said round. which, again, at a 35-to-60ft per Stride, should be absolutely no problem for any monk to accomplish by simply Striding twice. Maybe it's occasionally useful at lower levels, when striding twice nets you less than 80ft but at higher levels, it really shouldn't be an issue. Plus, as written, it's not FoB compatible, and the higher level the monk is, the less reason he ever has to not FoB someone at his highest attack bonus. Given that what FK accomplishes, recquiring a Class Feat, which is a limited resource, is highly situational, it is highly fair to mention that Wind Jump, which accomplishes similar things to Flying Kick (helps with difficult terrain, allows you to get to out of reach enemies), but does so much better, is a more appealing choice overall. ![]()
shroudb wrote:
You get Wind Jump at 10th level. At 12th, you can attempt a DC30 Athletics check to remain afloat, rather than need to land. At 15th level, you can become Legendary in Athletics. Having gotten the Assurance feat for your Athletics, allows at that point to take 30, rather than roll and add your athletics skill bonus. Which means that the "flight" granted to you from Wind Step, becomes flight. No quotation marks required. You can't fail the check. You can't even critically fail, as you no longer roll. Plus, it's at your speed. By comparison, Long Jump's bonus to your movement only enters if you need an extra +20 to +40(and risk getting prone, +30feet max safe distance, with Assurance and Crane Style at level 15) movement to reach an enemy that you can't with simply striding twice(as the class with the highest base speed). At a 35 to 60ft base speed, encountering a situation where you'd need that extra boost in movement should be a real accomplishment And of course, there's absolutely no contest on the vertical axis. Wind Jump trounces Jump kick and any other mundane jump, even without the Assurance Feat ![]()
The Sesquipedalian Thaumaturge wrote:
I sincerely doubt that if someone would be ok to oblige having somebody else kicked out of the table, for whatever discriminatory reason, in the absence of any section in the rulebook advising, or even dictating, that they shouldn't do so, would feel particularly pertrubed about doing it even in light of such a section. And I sincerely doubt that this section, well-meaning though it is, can accomplish anything tangible outside of the metaphorical giving a pat on the back. Outside of official games, it might as well be pointless padding. And given the examples given above about official adventures containing triggering elements as intergral parts of their plot, then even in the case of official games, it might prove an excercise in futility. ![]()
Sadly, as its non-heightenable, and no word was made about that, this renders Ki Strike entirely useless come level 4+ (if it weren't already nearly useless from level 1). Multiclassing as Cleric gives you access to Bless and Heroism, both superior options to Ki Strike, for the cost of 2 class feats minimum, 5 if you wanna max out your spellcasting in Cleric. This leaves you with 6 class feats that you can invest on the superior Ki powers (Wholeness, Blast, Wind Jump, Empty Body, and Abundant Step), along with Ki Strike which is effectively a Feat Tax. At level 20, you'd have: Wisdom 20 [16 base, +2,+1,+1,+0 from level up] + 2[Headband of Inspired Wisdom], for a total of 16 Ki Points [+6 from WIS, +2*5 from Class Feats], as well as: 2 1st level spell slots, 2 2nd level spell slots, 2 3rd level spell slots, 2 4th level spell slots, 2 5th level spell slots, 2 6th level spell slots, 1 7th level spell slots, and 1 8th level spell slot. Heroism at 8th is a 10-minute +3 increase to all of your attacks, instead of a one-off +1 increase to a single attack. Bless is only for 1 minute, and only for +1 increase to attacks, but it's also an aura effect, affecting both you and your allies. These two ensure that your attack bonus will be as high as possible for long bursts, saving you your precious Ki points for more important stuff (like self healing, AoEs, the occasional flight spell) of which you'd have 8 castings minimum. (Also, as Ki Strike grants a conditional bonus, it neither stacks with Bless nor Heroism, making it rendering it completely obsolete). ![]()
Vic Ferrari wrote:
So Math doesn't in fact work the same at all, except for a small margin, is what you're saying? On another point, I see verisimiltude being thrown around a bit, and honestly, I find nothing even remotely verisimiltudous about a horde of level 1s being a plausible threat to a level 20 character. In fact, I'd go so far as to say that even a horde of level 10s shouldn't pose a threat to him, and only start making him nervous when they get within 5 levels of him. Otherwise, there's no point in a game having 20 levels at all. Just make one with maybe 5 levels, if at all, and be done with it. ![]()
Mathmuse wrote:
Given that Flurry combines both hits into one, for DR overcoming purposes, you already have precious little reason to ever not Flurry as your first attack. ![]()
CommanderCoyler wrote:
There is absolutely no reason to pick an ancestry that has a flaw to your class's main stat, unless you really want to. The Dwarf's Charisma flaw means squat for many classes, and especially for Druids. Ability boosts should be balanced against ability boosts Ancestry feats should be balanced against ancestry feats Humans receiving 2 Free Boosts versus 1 Free Boost, 2 Fixed Boosts, and 1 Fixed Flaw, is just as fine as them receiving 3 Free Boosts and 1 Free Flaw (And I'd go one more and say that you should be able to use up your Free Boost to fix your Flaw). If 3 boosts on physical stats is too much for some godforsaken reason, the caveat that 1 of those three boosts should come from STR, CON, DEX, and the other from INT, WIS, CHA, should be plenty enough. ![]()
No, that'd just mean that Humans would be just as good for every class as any other ancestry, so you'd have at least one additional great ancestry for them. Now, on the other side of the fence, if other ancestries get (Free, Fixed, Fixed, Fixed Flaw), with Humans getting (Free, Free) only, there's very little reason to choose Humans, as there's most definitely an ancestry that does class X better than them. So you go back to balancing ancestries by giving them lower quality feats, whilst giving the humans the real goodies. that seems like a worse design workspace, to me, honestly. (and if having a single ancestry get boosts on all physical or all mental abilities at once is such a serious unbalancing gamebreaker, just put a caveat that one Free Boost must go to (STR, CON, or DEX) and one Free Boost must go to (INT, WIS, or CHA)) ![]()
CommanderCoyler wrote:
I do not for a single moment believe that Ability scores should be in any way or form comparable to Ancestry Feats. Human Ancestry Feats should only be comparable to non-human Ancestry Feats, and if those later are found wanting, then that should be fixed(by bringing them up to speed with the human ones). ![]()
I'm perfectly fine with the ability boosts/flaws as is, with only two exceptions: 1) Goblins should get an INT mod instead of a CHA mod. No, Goblins neither do have any universally innate Charismatic force about them, nor should they get one. INT makes far more sense for them, in a Rogueish cunning/inventiveness/trapster kind of way. 2) Humans should get their (Free, Free) boost, as is, but with the option to instead get a (Free, Free, Free, Flaw), where the Flaw is subject to the player's choice. ![]()
If someone wants to have more than 1 backgrounds, it should be fairly easy to do, just say you have those, but only one of them counts for mechanic purposes. Otherwise, you may wish to either combine those different backgrounds into a single one, or even create an entirely new custom background, following the pre-existing backgrounds as your template, with your DM's permission and input. Lore-wise, I, as well, personally, don't see much of an issue with taking two or three different Lore skills, either, at once. In fact, I'd go so far as to say that all backgrounds should have 3 Lore Skills each by default. ![]()
Jester David wrote:
The "DC always increasing as well to the point that you always have an appropriate challenge so it doesn't feel like you've gotten better actually" is one that is predicated 100% entirely on the DM. There's no single game system that the DM can't cook up the numbers so you're always challenged by an equal measure across the level board, and there's no system that can force a DM to always challenge the player by said equal measure. ![]()
Apophenia wrote:
you are indeed correct. that's exactly what it says. If your Class is Y, you have Archetype X(which allows you access to Feats from Class X), and take Natural Ambition, then: -You aren't attempting to get Archetype X Feat Level 4 as a Class Y Feat Level 1.-You are attempting to get Archetype X Feat Level 4 INSTEAD OF a Class Y Feat Level 1. For proof, look no further than the Fighter Archetype Feat, Basic Maneuver, which explicitly states: "Gain a level 1 or level 2 fighter feat." The wording couldn't be more clear. Any Fighter Class Feat that is neither level 1 nor 2 just plainly doesn't qualify. ![]()
Madame Endor wrote:
ooh! Improvised weapon support, I like that! ![]()
Luceon wrote: I can’t find any compelling, or logical reason why to play a TTRPG that adds +1 to everything / level. Can you find any compelling, or logical reason why to play a TTRPG that adds +1 to your level itself? A TTRPG that lets you go from level 1 to level 20(and/or any and all of the inbetween levels)? If yes, than I'm perfectly sure that you can, indeed, find a compelling or logical reason to play a TTRPG that adds +1 to everything/level. ![]()
Subutai1 wrote:
Ah, my bad. I misread what you wrote. Anyway, I stand by the second part of my post, that this isn't an issue unique to the monk. The fluff around proficiency is not properly supported by its mechanical benefits, whether it's for Saving Throws, Attack Rolls, AC/TAC, or DCs. ![]()
Gavmania wrote:
getting skill feats is only possible at level 2, to my knowledge, outside from backgrounds, if i am not mistaken. Also,parry and crane style don't stack, as they're both the same type of bonus (circumstancial). "Bonuses and Penalties
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"bumping another save by +1 and automatically make any success of it a critical success." success: you take half damage
Seems pretty legendary to me, tbh, tho I'd prefer something along the lines of "increase your degree of success by 1 step", which would include turning critical failure into mere failure, and failure into success. Regardless, there's issues with the fluffing of proficiency vs its actual mechanical benefits in general, not just for the monk. ![]()
Matt_Seibert wrote:
ACROBATICS_____SIG__DEX__TEML__PROF__ITEM__ARMOR ______+10__________*____+4___**______+6_____+2_______-2under the Skill's name, next to the D20 icon, you put your total skill modifier (bonuses-penalties)
Matt_Seibert wrote:
General Rule: You need to meet a given feat's level requirement in order to be able to choose it. Specific Rule: Background 'X' says you have feat 'Y'. Not "you may choose", but "you have".Specific Rule > General Rule ![]()
Forseti wrote: The proficiency bonuses would feel better if we just got rid of adding level to everything. Adding level to everything is just pointless. You might as well make the game a bit easier and add it to nothing. Have a level 1 character go up against a level 10 character, before saying that it's pointless. A 20th level character should absolutely dwarf anyone 5 or more levels lower than them. Otherwise, there wouldn't be any reason for 20 levels of progression. You could simply have 5 levels in total, and that'd be it. Proficiency bonuses probably can't work in this system if they're more than a +1 per step, but as it stands, a mere +1 is not enough to seperate the expert from the legend, as the former could make up for the difference with levels and an ability modifier. Skill Feats are rather uninspiring even at legendary, completely optional(you can have a legendary skill but no legendary feats for that skill), and only apply for your skill proficiencies. A universal mastery tier system needs more in my opinion, to really set itself appart from flat bonuses and the like. My proposal:
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MrShine wrote:
In my personal opinion, it needs to be "Spend 1 Spell Point, gain a +1 circumstance bonus to all your subsequent unarmed or monk attacks, and each deals +1d4 force damage, until the start of your next turn.
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1. Agreed 2. Agreed, along with Stealth too 3. Agreed on making Monks DEX or WIS(You may use DEX or WIS on your AC/TAC, and all attacks with Agile Weapons), disagreed on INT and CHA. 4. Agreed. Alternatively, require class feats to gain higher proficiency with those weapons (along with other benefits) 5. Nah, they're fine 6. Agreed 7. eeeh. not sure I agree or disagree with this one. 8. A Monk that has Wind Jump, Assurance[Athletics], and Legendary Athletics[level 15], can Fly. No roll to maintain flight needed. A +4 to jumping is fine for lower levels, but it's definitely outclassed later on. 9. Agreed on Tongue. Combine Wall Run and Wind Step into a single Class Feat. 10. It's honestly kinda hard to justify using weapons over your fists, unless it's shurikens for the range, bo staff for the AC reaction bonus, or Kama, Kukri, or nunchaku, for their tripping/disarming properties. Having said all this, I'd add that Wild Winds Stance is an absolutely horrible feat choice. Needing to pay 1 Spell Point to make a single attack at range is simply not worth it. ![]()
JDLPF wrote:
No. You absolutely can't. The Ancestral Paragon feat explicitly mentions a Level 1 Ancestry Feat. Hence, you can't take a Level 5 or above Feat. If you could, it'd say "You gain an ancestry Feat", without making any mention of levels. Similarly, Natural Ambition explicitly mentions a Level 1 Class Feat. If the Feat is not Level 1, then, in no uncertain terms, it does not meet the prerequisites for Natural Ambition. It's not "You must be at least Level 1 to take this Feat" It's "You can only take Feats that are defined as <Level 1>" For proof, look no further than the Fighter Archetype Feat, Basic Maneuver, which explicitly states: "Gain a level 1 or level 2 fighter feat." The wording couldn't be more clear. Any Fighter Class Feat that is neither level 1 nor 2 doesn't qualify. ![]()
JDLPF wrote:
Per RAW, yes, but only in theory. In practice, there's not a single Feat in any archetype that meets the prerequisites of Natural Ambition Reasoning: "Once you have the dedication feat,
When you have purchased a dedication feat for a given archetype, you can only purchase feats from said archetype. In the case of multiclass archetypes, that means that you can't, in fact, purchase class feats from the archetype's original class. What you CAN purchase, instead, is a specific archetype feat which allows you to get said archetype's original class' feat. In the case of the Fighter, Fighter Resilience is a 4th level Feat, so you can't chose that. But the same also goes for 1st level Fighter Class feats. In order to get anyone of those, if you're not a fighter, you'd need to qualify for at least Basic Maneuver, which lets you select a 1st (or 2nd) level Fighter Class Feat. Basic Maneuver, however, is a 2nd level feat, so it can't be selected by Natural Ambition, as it exceeds Natural Ambition's Level 1 requirement. The same goes for all other Archetype Feats as well. None of them are Level 1, so they all disqualify for Natural Ambition's criteria(but if ever a level 1 archetype feat were introduced, that'd be a different matter). |