| Loreguard |
I got a 404 on the link.
I only got to look things over quickly. Minotaurs were interesting. You talk give the horn attack a 'keyword' 'unarmed', but I believe you mean adding the trait to be more consistent with second edition standards and terminology.
I didn't have long enough to spend too much thinking about balance. but one thing I noticed was one ancestry feat that I believe you granted two skills as trained, in addition to a third skill, a admittedly lore as trained. That seems too much for an ancestry feat.
As for your firearm rules. A few things.
Do you really want someone with a bonus of +4, hitting a barn with an AC of 5 have no chance of misfire, and when someone tries to hit the fly on the barn (AC 34) have 100% chance of misfire? I think you would find misfires being based on only a natural 1 or natural 1 and 2 or something like that, as opposed to on the potentially wide chance of critical failure, especially after MAP gets applied. I'd suggest you strongly consider moving them to being based on the natural die roll gotten.
As for the rule of having firearms eliminate the dexterity bonus in the first range increment. I think that since second edition just specifically got rid of tracking the DEX adjustment like that, replacing it with the flat-footed rules, I think it isn't likely to be seen as a popular choice of mechanic. Making the target flat-footed in the first range increment would be an interesting choice, but would have significant impact when paired with sneak attack damage. Also, Dex adjustment isn't 'just' dodging an already fired/thrown weapon, but also being able to position yourself to minimize the risk of being hit, or tracking the person's actions ahead of their attack and reacting appropriately to minimize the threat of being hit via such good reaction and instincts.
Also, I noticed you gave your firearms Fatal properties. I don't think you meant to do that, or not as intended. Since Fatal changes all the die sizes to that size, you had guns with a higher die, getting fatal, with a lower die size, meaning fatal reduces the normal die size down before adding the one additional die of that type. I'm presuming that wasn't what you were intending, but I could be wrong.
| V13Kobold |
BellyBeard wrote:I got a 404 on the link.I only got to look things over quickly. Minotaurs were interesting. You talk give the horn attack a 'keyword' 'unarmed', but I believe you mean adding the trait to be more consistent with second edition standards and terminology.
I didn't have long enough to spend too much thinking about balance. but one thing I noticed was one ancestry feat that I believe you granted two skills as trained, in addition to a third skill, a admittedly lore as trained. That seems too much for an ancestry feat.
As for your firearm rules. A few things.
Do you really want someone with a bonus of +4, hitting a barn with an AC of 5 have no chance of misfire, and when someone tries to hit the fly on the barn (AC 34) have 100% chance of misfire? I think you would find misfires being based on only a natural 1 or natural 1 and 2 or something like that, as opposed to on the potentially wide chance of critical failure, especially after MAP gets applied. I'd suggest you strongly consider moving them to being based on the natural die roll gotten.
As for the rule of having firearms eliminate the dexterity bonus in the first range increment. I think that since second edition just specifically got rid of tracking the DEX adjustment like that, replacing it with the flat-footed rules, I think it isn't likely to be seen as a popular choice of mechanic. Making the target flat-footed in the first range increment would be an interesting choice, but would have significant impact when paired with sneak attack damage. Also, Dex adjustment isn't 'just' dodging an already fired/thrown weapon, but also being able to position yourself to minimize the risk of being hit, or tracking the person's actions ahead of their attack and reacting appropriately to minimize the threat of being hit via such good reaction and instincts.
Also, I noticed you gave your firearms Fatal properties. I don't think you meant to do that, or not as intended. Since Fatal changes all the die sizes...
Thanks for the input.
I'm still learning the rules myself, so I posted this stuff to get some help. Sorry for not immediately responding.For the Minotaur ancestry stuff, I was trying to emulate what I saw for other Ancestries and used similar keywords.
EDIT: I fixed the firearms. Hopefully.
| Loreguard |
Yes, for better wording I'd say gains the Unarmed trait. (rather than keyword)
Also, I don't think that nets should be agile weapons, since they can be difficult to manage and re-deploy. You might be able to justify it as a Finesse weapon however, allowing Dex to be used instead of Str for the attack roll.
Looking, I now see the Goblin Lore ancestry feat and others, I somehow had missed them, so I guess ignore my concern about your Minotaur lore ancestry feat. Thanks for pointing out I missed those.
| V13Kobold |
Yes, for better wording I'd say gains the Unarmed trait. (rather than keyword)
Also, I don't think that nets should be agile weapons, since they can be difficult to manage and re-deploy. You might be able to justify it as a Finesse weapon however, allowing Dex to be used instead of Str for the attack roll.
Looking, I now see the Goblin Lore ancestry feat and others, I somehow had missed them, so I guess ignore my concern about your Minotaur lore ancestry feat. Thanks for pointing out I missed those.
I have made the changes. Hopefully, I can work on it again soon.
Got a crapton of ideas.