| Honorable Rogue |
After completing my post in the Design Forum on the Errata and typos (CH2 and CH3) thread I still had a few items left over. So I thought I'd post them here. With all my posts I try and keep the following in mind.
Jason's ideas: Improve the Game, Add Options, and Compatibility
My Thoughts: Generic Fantasy Game, Solid Foundation, Basic Rulebook
So with that in mind here are my additional thoughts.
1) The Purchase method under Generating Ability Scores allows the players to purchase ability scores no lower than 7. The modifier for an ability of 6 or 7 is the same. Being able to lower ability scores to 6 or 7 would give the player an additional 2 (or 3) points to spend on above average ability scores.
2) Pathfinder is a d20 game with a focus on groups of adventurers. To that end I propose a new method to generate ability scores.
Group: Each player rolls 3d6 and adds the dice together. All players record the highest result and repeat the process until six scores are generated. Players assign the results to their ability scores as they see fit. This method tends to produce characters with above average ability scores.
This method also ensures all the players start with equitable ability scores and simplifies the process of adding a new character to the game. The GM simply has to give the player a list of the groups starting ability scores.
After reviewing the updated character races I felt there were not as balanced as they could be.
3) Dwarves are the only race to receive an ability that modifies combat maneuvers. To even it out, Stability should only apply to bull rush. The other races should receive their own combat maneuver abilities. Elves should modify disarm. Gnomes and Halflings should modify grappling. Half-orcs should modify overrun.
4) Half-elves are described as wanderers but receive no skill bonuses to support that idea. To that end, Wanderer: Half-elves receive a +2 racial bonus to Knowledge (geography) and Linguistics skill checks.
Knowledge (geography) is a only class skill for bards, druids and wizards and Linguistics is only a class skill for bards, clerics, rogues, and wizards. This might influence players lean more towards druids or wizards but I doubt it.
5) Half-orcs are described as outcasts but also receive no skill bonuses to support that idea. For them we add, Outcast: Half-orcs receive a +2 racial bonus to Sense Motive and Survival skill checks.
Sense Motive is a class skill for bards, clerics, monks, paladins, and rogues and Survival is a class skill for barbarians, druids, fighters, and rangers. These shouldn't influence players to any class.
6) Additionally half-orcs are the only non-human race that doesn't get a sense-based Perception bonus. To fix that, Keen Sense: Half-orcs receive a +2 bonus on smell-based Perception checks.
And lastly halflings receive a single simple weapon proficiency and an exotic weapon upgrade without any applicable weapons, half-elves receive no weapon proficiencies, and humans receive a single martial weapon proficiency. To fix these:
7) Add Halfling Staff Sling: Cost -, Dmg (S) 1d6, Dmg (M) 1d8, Critical x2, Range Increment 80 ft., Weight 4 lbs., Type Bludgeoning. Your Strength modifier applies to damage rolls when you use a halfling staff sling, just as it does for all thrown weapons. The halfling staff sling is a two-handed weapon. Apply 1 1/2 times your Strength bonus to damage rolls for attacks with this weapon. Loading a halfling staff sling is a move equivalent action that requires two hands and provokes an attack of opportunity. You can hurl bullets or flasks with a halfling staff sling, but usually stones are used. When using bullets an attack deals damage as if the weapon were designed for a creature one size category larger than you. If using a flask or attacking a target closer than 40 ft. you take a -1 penalty on attack rolls. With the sling stowed, the halfling staff sling functions as a quarterstaff.
8) For half-elves add Weapon Familiarity: Half-elves are proficient with any one martial weapon of their choice, in addition to those granted by class proficiencies. This weapon must be chosen at 1st level and cannot be changed.
9) For humans change their weapon proficiency bonus to Weapon Training: Humans are proficient with any one martial or exotic weapon of their choice, in addition to those granted by class proficiencies. This weapon must be chosen at 1st level and cannot be changed.
That’s all that came to mind in the first 11 pages. Only 391 pages to go.
Cheers