| Karmagator |
I'd love a great many things (e.g. INT being good), but I'll try to stay within the scope of what these products are presented as - errata+ and a repackaging of rules instead of a major content rework. The bigger points have already been made in this thread alone, but here's some more in no particular order (even if the devs likely already know them):
- stunned on your turn is still a problem without a unified solution
- the hammer and flail crit specs need a nerf
- alchemical ammunition isn't covered by the rules on activating ammunition, as is any other future potential type of ammo that isn't magical
- exploration activities could use some advice on how to handle switching between several activities (should a player be allowed just Avoid Notice, Search for a few seconds and then Avoid Notice again)
- the rules around moving an immobilized (esp. grabbed) creature could use expanding
- does a weapon with a shifting rune have an "original" form or is the form you shift it into now permanent until shifted again (i.e. could I take the rune off and not worry about the weapon turning into something different)
- precious material ammunition - does the grade matter like when making a weapon out of it or can you always use the cheapest stuff?
- poisoning weapons could use some recommendations on how to handle just having a bunch of poisoned weapons/ammo around (esp. how long such things should be viable)
- needing to use a crowbar for Force Open to not have a penalty should be a recommendation, not a hard rule (e.g. it wouldn't help with that portcullis my level 20 champion is holding up with 1 hand at all)
- the assassin archetype provides its major bonuses only to melee weapons, despite ranged weapons being arguably more important to assassins (even in fantasy)
- the poisoner dedication is a strict downgrade to equivalent dedications
- the fighter dedication should have alternative benefits for martial characters, so that isn't a dead feat for them
- multiclass dedications should never require more ability scores at 14 than the class' single key ability score (e.g. 10 dex fighters are very common and low-INT magi aren't exactly a rarity either, so why do you need to have those scores?)
- crossbows should be their own category, just for convenience and precision
- the GM really should have advice on how to keep items with a fixed DC relevant, considering how big of a problem those are
- to the Hells with refocus feats (I couldn't resist)
- does a modular weapon that can select a certain damage type satisfy the "must have x dmage type" requirements of a rune
There are definitely more, but I always forget to note them down XD
| YuriP |
- the hammer and flail crit specs need a nerf
No. The other critical effects that need to be buffed.
- the fighter dedication should have alternative benefits for martial characters, so that isn't a dead feat for them
I agree. Currently fighter dedication benefits aren't useful for anyone. This need a rework.
- multiclass dedications should never require more ability scores at 14 than the class' single key ability score (e.g. 10 dex fighters are very common and low-INT magi aren't exactly a rarity either, so why do you need to have those scores?)
Agree too.
- to the Hells with refocus feats (I couldn't resist)
I hope that currently remaster address this.
| Darksol the Painbringer |
Karmagator wrote:- the hammer and flail crit specs need a nerfNo. The other critical effects that need to be buffed.
Karmagator wrote:- the fighter dedication should have alternative benefits for martial characters, so that isn't a dead feat for themI agree. Currently fighter dedication benefits aren't useful for anyone. This need a rework.
Karmagator wrote:- multiclass dedications should never require more ability scores at 14 than the class' single key ability score (e.g. 10 dex fighters are very common and low-INT magi aren't exactly a rarity either, so why do you need to have those scores?)Agree too.
Karmagator wrote:- to the Hells with refocus feats (I couldn't resist)I hope that currently remaster address this.
Some can't be buffed properly, and others are tough to balance. It's not difficult to enforce a saving throw for the Prone condition, though.
If Fighter dedication granted training in Advanced weapons, it would be worth.
I wouldn't expect the remaster to outright remove existing options.
| Ezekieru |
| 2 people marked this as a favorite. |
YuriP wrote:Karmagator wrote:- the hammer and flail crit specs need a nerfNo. The other critical effects that need to be buffed.
Karmagator wrote:- the fighter dedication should have alternative benefits for martial characters, so that isn't a dead feat for themI agree. Currently fighter dedication benefits aren't useful for anyone. This need a rework.
Karmagator wrote:- multiclass dedications should never require more ability scores at 14 than the class' single key ability score (e.g. 10 dex fighters are very common and low-INT magi aren't exactly a rarity either, so why do you need to have those scores?)Agree too.
Karmagator wrote:- to the Hells with refocus feats (I couldn't resist)I hope that currently remaster address this.Some can't be buffed properly, and others are tough to balance. It's not difficult to enforce a saving throw for the Prone condition, though.
If Fighter dedication granted training in Advanced weapons, it would be worth.
I wouldn't expect the remaster to outright remove existing options.
I'd honestly would be okay with just getting a free 1st level Fighter feat with the dedication. That way, you can delve into your fighting style immediately.