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I dont see why Cayden wouldnt be able to have them. I dont recall the alignment at the moment either so I cant really help much there.

Although if more than one deity has access to them couldnt that be the basis for having winged horse or wolf both available. Just split them to different bosses.


Asgetrion wrote:

Hmmm... maybe, maybe, but my players were really excited to get a Racial Feat at 1st level, and said that it made their characters (i.e. the race) feel more "special" from the beginning. That's understandable, since they are veterans of all the editions, and after 8 years of 3E, they've pretty much explored all the options with all the races in 3E. I think your suggestion for giving free Racial Feats at 1st, 5th, 10th, 15th and 20th level is what I'm going to try in my own campaign. If it makes PCs "too powerful", it doesn't matter -- it is a playtest campaign, after all. :)

I have to say that even without the Racial Feat, two PCs pretty much wiped the floor with any CR 1 or 2 monsters in the first session. Cleraly the monsters have far too few HPs in comparison, and the "stat boost" (+2 more than in 3E) and those extra HPs (the "Racial HPs") made a greater difference than I thought.

And thats the joy and beauty of playtest campaigns. I hope you'll keep us posted on how the feats hold up over time & thanks for liking my suggestion.

You may want to consider going with max or 3/4 max HP on the monster instead of the 1/2 roll per die rule that seems to be used in the books. This might help with balancing the power scale a tad.


Just a thought, what if racial traits didnt start until at least 2nd level? After all the basic race packages do a decent job of giving "racial" flavor to a character at 1st and that would help lessen the power boost at 1st level.

(Although it might just be easier to let the GM just adjust the opposition forces to reflect a slightly tougher group. Similar to what many of the playtesters on the boards have mentioned with using the Pathfinder RPG vs. 3.5 characters in existing modules.)


Asgetrion wrote:
Arnim Thayer wrote:
In my old FR campaign, I allowed the PCs to gain a Regional or Racial feat for free at 1st level if they started the character with a Favored Class for that race or region. It added to the reason for Favored Class, and did little to unbalance the game. It was, after all, only one free feat out of the glut of feat options.

That is my intention, too -- I'm going to give one free Racial Feat at 1st level to see how it affects gameplay, future Feat choices, balance and overall "effectiveness" of the PCs.

I'm sure that my suggestions include "too good" Feats and badly-designed or even outright stupid ones -- I just have stared at them for too long to see it myself. For example, one of the players pointed out that the early version of 'Armor of Leaves' was a "must" choice for all elven wizards, so I had to tweak it a bit (it gave an automatical +2 AC Bonus and +1 Initiative Bonus to all elven characters with DEX 13 or higher). Therefore, all comments and feedback are appreciated. :)

I have to admire your creativity and time to come up with all of these. I like the idea alot but it just helps feed my one glaring dislike in all 3.X systems... there just arent enough feat choices for all the shiny goodies...

I like the idea of offering one free racial feat at 1st... maybe even create a system where you get a racial feat at incrimented steps.. (1, 5, 10, 15, 20) or such?

Would it be possible to get a pdf version of the more polished list up?

Keep up the good work!


SirUrza wrote:

I'm a fan of Lodoss ears too. They're long, thin, and nothing floppy about them.

Seen Here

The original 13 episodes of Record of Lodoss War should be required viewing for D&D fans.

I'll have to go with Urza on this one.. Lodoss all the way for elves. (But then again my wife and I both are huge lodoss fans..) But I like the elves having longer ears and the classis shorter style being for the half-elves.

Not that it really matters... any DM can just declare how the elf race looks in their game...


Im still not sure that all the abilities should be touch attacks though. What is wrong with at least them being ranged touch attacks, especially giving the sorcerers (relatively) low spells per day.


Saurstalk wrote:
I agree with dumping Favored Class. Let's streamline and simplify things where we can. Here's a perfect opportunity.

I'll second that! Or as a compromise dont actually penalize OR reward characters for following a races FC. Just use it as a tool for if you run into a random NPC of X race they will most likely be one of the FC for that race.

i.e. if you run into a random dwarf NPC while adventuring you can assume that they are PROBABLY a fighter or cleric (if the Alpha 2 list is being remember correctly) but there can be exceptions.


Montalve wrote:


Actually... maybe the ears were not mentioned... but for those who have read the Lord of the Rings Trilogy... elves were talk, perfect and chiseled... they were stronger, more resiliant and more beautiful than humans...

so deal with it... elves are like that... the ears i blame on Record of Loddoss Wars' Deedlit... but she was beautiful so I don't complain... and AYE... that Rogue is THE ELF for me :D

And there is nothing wrong with Deedlit :P

I can understand the ear-hate from both sides and to be honest I really dont care which way they go.. its just to me I would prefer a more exagerated elf style to help seperate the human - half-elf - elf visual look

Maybe give the "classic" small point ears to the half-elfs and leave the anime (or even the exagerated elf-rogue iconic look) for the pure-blood elfs.


Just a suggestion for the alternate Halfling FC - why not ranger? After all they are soposed to be nomadic types that travel often wouldnt a "scout" type class be good for them?


While I admit that I might be opening myself up to a world of backlash-hurt here.

Do you REALLY need to have a prohibited school at all?

Why not make specialst more of a "focus" concept.

You can have historians that study world history but are experts at say the middle-ages or world war II. Same with an american historian that is a specialist on the civil war.

Both still are knowledgable at their broader fields but they are BETTER in their focus.

For a wizard just have them able to use all schools but focus on a specific one that they get their special powers and skills on.


Locworks wrote:
Tamago wrote:
I propose that the Weapon Training racial feature allow both simple and martial weapons to be chosen.
This sounds very reasonable. Simple weapons are less effective than martial weapons, so I don't see an issue there.

On the opposite side of things, why couldnt humans have the option to pick an exotic weapon?

If the purpose is to give humans some distiction for their versitility as well as they're speed at learning (compared to say a 500 year old elf) why not allow them to pick an exotic weapon?

While I freely admit that due to time constraints I havent been able to play in many 3.5 (or 3.0) games as I would have liked I did notice that exotics tend to be shyed away from by many players due to having to commit a feat just to get to use one (non-standard) weapon and HOPE that the DM was a kind soul and would throw a magical version down their way at some point.


I'd have to disagree with the post the started all this... I for one absolutely LOVE the art style and direction they have gone with in the game (even the anime elf ears :P)


anthony Valente wrote:
DracoDruid wrote:

I am all for using weapon groups instead of the "normal" weapon proficiencies.

AND making feats like weapon focus work on one group instead of one single weapon.

I too would like to see this done. This minor change alone would help alot, and would be in line with all of the standards Paizo is trying to adhere to with Alpha 2.

I also like the weapon group idea although I would like to see it as a way to be able to gain access to more exotic weapons in play as well. It seems less than fair to use a feat to only gain the ability to use one single weapon without penalty (especially since exotic magic weapons dont exactly show up all the time and even when they do it might not be for the one YOU choose)


I dont have my pdf in front of me at the moment but do you have to upgrade the weapon groups in order of selection. It seems that it would limit the effectivness of changing weapon styles at higher levels.

What about something similar to the ranger favored enemies system?

i.e.

First group: Heavy Sword

at next option level pick up light sword at +1 and raise heavy to +2

at next option level pick up spears at +1, leave heavy sword at +2 and then raise the light sword to being the +3 rate.

I might be mis-remembering how the favored enemy system works right now but I dont have any of the books in front of me.

The concept Im trying to convey is if your character starts as a sword & shield player at level 1 and stays there till level 10 then finds a very nice greatsword they want to start using it would never be as good as anythin else you had picked before (this is especially true for some of the exotic weapons out there)

Just my 2 cents worth...