Rolenet said:
I like the Str-based hp, and the 4 point state-scale, among other things. Right now, I haven't checked the class really, but I don't really figure the new power structure (Greater powers etc..)
Glad you like my approach to hp! As to powers,
Lesser = At-will
Greater = Encounter
True = Daily
It’s a bit more in-universe-y, and it avoids the oddity of naming one sort of power after a narrative bit of time (encounter) and another sort of power after a defined bit of time (daily).
Rolenet said:
There seems to be some inconsistency in your use of Dauntless or Legendary.
Where at? There was a time when I was calling the third tier the dauntless tier, and it appears I missed a mention of that after I settling on legendary.
Rolenet said:
The condition tracks are a great idea. However, this leads to a multiplication of conditions which can be very hard to use in-game. E.g. "I'M enchanted... can I use a Greater Attack?". Things like the Kneeling condition or the five degrees of blindnes are another example. At the very least, have you a quick visual aid to help the players? E.g. stacking cards?
As a Dwarf Fortress aficionado, I give +1 to the Toady condition, though.
Lol, never played Dwarf Fortress, but thanks!
Yeah, I’m aware that the condition tracks may turn out to be awkward in play and I’m brainstorming some sort of visual aid, yeah. Something as simple as each player keeping a few index cards of the status effects they’re capable of dishing out, and then handing those cards to the GM as the baddies get hit would be a big help I think.
Rolenet said:
I don't quite understand the choice to change many of the official game terms. E.g. Healing Surge to Vitality Surge. I get the possible copyright issue, but considering many sections are directly lifted from D&D books, why bother? Clearly, you couldn't publish it as-is?
Some things I changed for legal reasons, despite having no plans or desire to publish, some I changed for aesthetic reasons, and others for both.
Rolenet said:
Flanking. Why this change?
I think it’s exceedingly weird how, assuming a Medium flankee, 1) two flankers must be
exactly opposite each other, and 2) a third ally is a third wheel, flank-wise.
Rolenet said:
Teleport. You should specify whether a creature can be teleported in the air.
Combat Rules said:
If arriving in the destination space would cause the target to fall or if that space is hindering terrain, the target can make a saving throw. On a save, the teleportation is negated.
Although now that I'm thinking about it, this rule is kinda weird. I may change it so that teleportation works in all directions, and if anyone comes up with an offensive teleport power, it should either limit teleportation from damage-by-falling or take damage-by-falling into account.
Rolenet said:
Trip/Disarm. It heavily depends on whether you get Enh bonus on such attacks. If not, they quickly become useless. If yes, they can be too powerful, e.g. against a skirmisher or flyer? (Yeah, I've GMed for a trip/disarm fighter in PF. Disheartening)
There are no enhancement bonuses in PoL, so those options stay (somewhat) useful.
Rolenet said:
Charges. I don't get the Lunge thing.
Lunge is there to avoid another oddity — the 1-square 'charge-bubble.’ I thought about simply adding “You can charge one space but you don’t get the attack bonus” to charge, but…well, to be honest I don’t specifically remember why I decided to make the 1-space ‘charge’ a separate action.
Rolenet said:
Coup de grace. If there's any power in PoL that knocks unconscious, change it to Basic attacks or fear the critical!
Nope, no unconsciousness worries, unless somebody homebrews one.
Rolenet said:
Implements as [W] weapons. That's an interesting idea! In fact makes one wonder why it isn't the original rules!
Indeed! That aspect of 4e implement powers is pretty clearly a legacy quirk of earlier editions, for better or for worse.
Rolenet said:
Taking 20. That takes the fun of rolling away. I know it's a tried-and-true 3.5 thing, but I never ever missed it.
So don’t use it.
It may be a 3e ‘everything must be defined with rules’ holdover, but I like having a rule that says ‘It’s not necessary to roll for every little thing, and if I'm just gonna sit here and roll until I hit 20 let’s just cut to the chase.'
Rolenet said:
Endurance. Do you really mean to measure temperature to 5C?
At one point I had notions of using increments of 5C within wilderness guidelines, but now that you point it out I may change that to something less detailed.
Rolenet said:
Combat intimidate. Intersting, but the original use of this is to end the combat sooner. An enemy with -15 damage has still to be disposed of, and the combat will get quite boring....
The original is truly an oddity -- a mismatched skill vs. defense check for one of 4e's few save-or-lose (in the traditional D&D sense) effects.
My intention with PoL combat intimidation is not to simulate enemy morale -- it's to provide Intimidate with a fairly minor combat use. (Max penalty should be -10, and note that it lasts for one round only.) If a GM forgets to have intelligent foes retreat, this use of intimidate may be a convenient in-game prompt to remind the GM -- if that baddy is shaking with fear so badly that he's taking a damage penalty, why stick it out in this fight? -- but ideally morale should either be a GM fiat thing or an old-school die roll thing.
Rolenet said:
Your pre-gen don't seem to feature powers?
Whoops! I mean, look again, they were
totally there from the beginning.