![]() ![]()
I think the way healing works currently seems pretty good, but I will admit I think treat wounds should have a limit per day as does seem op. There are feats like toughness to increase rest healing if you want a boost to rest healing.
![]()
The difference between athletics (strength based skills) and acrobatics (dexterity based skills) seem pretty decent to me. The athletics skills are more strength based skills and the acrobatics skills are more finesse or dexterity based skills. Most everything people do requires some strength and some dexterity. Even walking, requires muscles to move and balance to stay up right. ![]()
I like the idea of variable action cantrips, but there just needs to be a few and if you want it you can take it.
![]()
thorin001 wrote:
shield spell says "After you use Shield Block, the spell is dismissed and you can’t cast it again for 10 minutes." So it appears you can't recast it in round 2. Maybe if there was a way to get shield without casting it, like from an item. ![]()
pad300 wrote:
When you look at the numbers you are suggesting there is a huge difference in an average untrained and legendary. Because of the way roll 2d20 take lower works an average roll would be level +5 -2 or level +3, with double the normal chance of rolling a critical fail. Trained get an average roll of 10 so that works out ok. Expert is just 11 so not a big change. Master becomes an average roll of 17. And legendary becomes something close to 21 average roll. That is a very large spread. It's hard to mix +modifiers with a +mod system and keep the numbers close. ![]()
While I like the way this sounds the porblems come out in combat. For example an master in athletics grapples an untrained in athletics and acrobatics wizard. The wizard can never escape.
![]()
After reading more comments I think I have another way to help keep the numbers closer together and still make both the generalist and the specialist happy. The progression goes like this:
![]()
The biggest problem with this is it's ramifications to other things. Can you swing 2 one handed swords as a single action or toss 2 bombs at the same time. The action requirements are there mainly for balance. I do like the idea of makeing a spell multiple actions and just listing the components that are done during those actions. The down side is that when a spell is interupted with an aoo a caster might only lose one action, if it where changed the caster might lose 2 or 3 actions. ![]()
Almarane wrote:
My GM says that I fling off the poison when I attempted to strike, but I agree with you. Poisons are costly and already have fairly low DCs. My experience has been that poisons are a waist of resources, as they have a decent chance of missing on the hit and then again on the save. |