Quote: I am hoping to run some games down at EIRPG, but I do not have my exact schedule yet so it is hard to know. As for PFS, I will have to ask around on that topic. It is not my area of expertise. Do you know which days you will be attending? The event spans through two weekends and I need to program my trip ASAP if I want to be there.
Shar Tahl wrote: Adding dex to damage would not be universally applicable. Lets say you are fighting a Gelatinous Cube, there is no "precise" place to strike them, they are a blob. If it were added, it would have to be a feat adding dex bonus to damage and have the subtext of saying the extra damage is precision based. It is essentially Dervish Dance as folks have said. Dervish Dance allows you to make a full attack at the cost of not using use anything on your off-hand. Sharp blow has a worst limitation, you are stuck to one attack per round (and you can only choose this feat when you have BAB +6 and start making two attacks per round), that is why I didnt made it a precision based attack, so it would have a little advantage over Dervish Dance. A sharp blow could be a fast wave of attacks that cut a Gelatinous Cube in half.
I do like the swashbuckler concept and I do feel it should work better in combat. How about this feat: Sharp blow Prerequisites: BAB +6, Weapon Finesse
I do love the adventures modules, and I hope they dont change very much from their current status. But from time to time, I do like something diferent. Here goes some adventures I would like to see. 1) Evil: I prefer high heroic good adventures, but sometimes my players do ask for a chance to play evil characters. 2) Murder mystery: An one-shoot murder mystery with pre-made characters that are all suspects, and fully integrated to the story. 3) Planetary adventure: Set in one of the planets of golarion universe, with a princess of mars feel. Much like that polyedron setting (I forgot its name).
I loved this adventure, it was a great start for my eberron campaign. In Sharn, it was easy to keep the character inside the tribunal. They were dragged to an abandoned cursed tower, with no acess bridges. No sky couch get near there during the night. I have two advices that worked very well in my game: 1) I did print the NPCs portraits so I could point out who was speaking. It make things a lot less confusing, as there are several NPCs introduced at the same time. 2) I did sincronize the killings the big clock ringing. That give a sense of urgency and desesperation, as every hour a scary ghost would kill someone in an terrible way. luciopim
I do belive it could exist some special skill called "Bardic Performance" that works in similar way to Bardic Knowledge and Wild Empathy. Something that improve without any need to spend skill points. "Bardic Performance" would give a bard expertise on a number of music instruments equal to his Charisma modifier. It would be used to fullfil his class feature requirements, with a few selection of instruments (this number could improve with feats or at higher levels). And I would keep the regular performance skill the way it is now. luciopim
lastknightleft wrote:
Jason B original post was: "1. The fighter gets a special feat slot every couple levels (replacing his normal bonus feat). The feat in this slot can be swapped out in the morning, allowing the fighter to customize his package a bit. This feat cannot be used as a prerequisite for other feats or pclasses." As written, it`s not an option. All your fighter bonus feats became slots, and none of them could be used to meet Pclass requirements. So, IMHO, simply transform bonus feat into feat slot is a poor execution to a good idea. I would prefer to have one "virtual" feat every 5 level, for instance.
I do like the idea of feat slots for fighters. But there is a big problem with just turning bonus feats into feat slots. The "real" feats are needed to enter prestige classes. Its very common multiclass one or two fighter levels so you can meet the prestige class requirements. It would be impossible to do that with this new feat slot system. Lucio
" For that matter, the stronger you are, the easier it is to hit someone with a sword? It's just the way the system is built." With your sword, your strenght bonus help you pierce armors and shields, thats not the case when you deliver a touch spell. But I see your point, not every enemy with high AC use a heavy armor, STR still help you hit a tiny fly with your sword :) It`s just the way system is built.
I like the idea of mixing some skills, but I think Paizo should filter even more the skill list. I have played two Exalted campaigns and really liked their skill system. Fewer skills but every single one is very useful. Why don’t we mix the knowledge skills with others skills to make them better (and the game system simpler). Right now you basically use them to identify monsters and to compose your character. Here’s my proposal: Knowledge (arcana) + spellcraft: I always have trouble knowing which one to use anyway, except when is to identify a spell. Knowledge (engineering) + disable device: But keeping the complex traps only disableable by rogues. Knowledge (geography) + survival: What does geography do right now? Knowledge (local) + gather information: Ok, I know gather information was mixed with diplomacy, but I think its more related to k.(local) Knowledge (nature) + handle animal: Maybe this two together actually make a barely useful skill. Knowledge (religion) + Knowledge (planes): Pardon me ask, but don’t all the gods and their holy/demonic servants live in the planes? New uses for the lonely skills Knowledge (dungeoneering): Make it be useful directly against all those underground hazards. Knowledge (nobility): It’s also your etiquette in any social situation. Knowledge (history): I’m out of ideas, but it’s already a cool skill. Note about ride/handle animal: Please, if you know how to ride an animal, let`s assume you also know how to take care of it`s basic needs. Regards, Luciopim |