Zastitnik's page

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Don't know if it's too late to show interest, but ffviii is a great source of nostalgia for me, playing within that world would be an awesome experience. Though I'm already frightened of fighting a Marlboro in Pathfinder. It'd be especially interesting to see how gf's will be handled and what to do about junctioning.


Thank you Ascalaphus, that's well written, though it does make me feel lazy to use someone else's work...

Have you tried these rules in games that got to high levels? And if so did it cause any major problems? I really didn't think it would since most players were going to grab these feats anyways it just changes the way they're allowed to play more than it overpowers how they play it.
I already know that in early games it tends to make the players seem powerful, since they get the "free" feats, but it's not overwhelmingly so.


Not to specifically attempt to justify, but to somewhat explain, the original reason this was proposed is because we were comparing dual-wielding and two-handed weapon combat. two-handed did better average damage and required one feat to do it, dual-wielding usually did less and required 5-6 feats depending on route to compete. I understand the fighter problem however, with access to so many feats, they might branch out, but I'm not sure what they could do to increase their damage drastically past that point, they could generalize and pick up more weapon types(kind of how I'd picture a fighter doing it honestly) or choose critical feats or what-have you, but it opens up the dual-wielding path to the same versatility options the power-attacking two-hander had all along.


Alright, as a set of house rules a couple of friends and I created a list of feats that don't add much to their prerequisite but are required for later, better forms, of said ability. Seeing this we decided to see what it would be like to collapse them down and just grant heightened versions at appropriate levels, would there be any major issues with:

Reducing TWF/ITWF/GTWF down to just TWF
Reducing PBS and precise into one feat, possibly reducing the benefits of precise to 30'. Point Blank Precision!
reducing mobility and spring attack into one feat, mobility attack!
Not sure about the maneuvers but I'd also be tempted to make improved -> greater.

making weapon finesse, combat expertise, power attack, deadly aim, piranha strike, agile maneuvers, cleave baseline. Mainly due to these being things that you'd think someone could totally do. Though I kind of just want to remove deadly aim, or at least rename it.

Lastly, we were tempted to make weapon focus/specialization and rapid reload apply to weapon groups instead of specific weapons.

This all probably seems quite drastic, but it's tiring to see someone forced to specialize to make a character concept work(TWF especially), and in our campaigns our players aren't necessarily rules-savvy so giving them the feats that are effectively required to be good seemed like a good idea. It's also a hope that maybe with this we can get fighters to branch their feat lists into general/story feats of interest. Or become valid switch-hitters.