redrover said:
FR Background Book: (*salivating*) Can’t wait!
Check
here. Very end of the article is a download for an FRPG preview which includes a fair sized number of sample
Backgrounds.
redrover said:
For example, Hammer Punch might be an unarmed combat power that delivers 2[W] + save vs. knockdown (prone), where the “weapon” is a hand dealing unarmed damage. The power might be an at-will, unlocked by the feat Pugilist.
Do we then get a whole path of attacks keyed to the feat Pugilist? How do you organize them in a book of say a dozen feat-based paths – by path, by chapter (feat chapter, power chapter), or some other scheme? Do we close a gateway feat or leave it infinitely expandable? How do advanced racial feats and powers fit into this scheme?
This is suitable for a complete topic of its own. My “personal” opinion is that something like this particular example (i.e. Pugilist) is best accomplished by a new class. In this particular instance, something like a “Scrapper” class that is a martial unarmed combat fighter. A hybrid between striker and defender, based on the “combat style” you take (primarily strikes akin to Karate, or something defensive based on throws, etc. akin to Aikido).
However, with that said, you “could” technically do a series of feat chains along the same lines. We already have the precedent for
”Power Substitution” feats (these examples can be seen in the DDI Material for the Warforged and the Dragonborn). However, it opens up the can of worms arguments on whether “Natural Attacks” are viable or meaningful in 4E. IMHO, I have no issue with “natural weapons”.
The PHB already says that unarmed attacks count as weapons, both in the equipment table as well as specifically calling out that they may be used with melee class powers as the weapon for
”weapon” keyword powers. To this you could add feats that improve the usefulness of these weapons.
Examples:
CLAW FOCUS
Prerequisite: Claw natural weapon
Benefit: Your claws are considered s Simple Weapon of the Light Blades group rather than Improvised Weapons of the Unarmed group.
CLAW SPECIALIZATION
Prerequisite: Claw natural weapon, Claw Focus
Benefit: Your claws deal 1d6 damage.
VICIOUS CLAWS
Prerequisite: Claw natural weapon, Claw Focus
Benefit: The
Vicious Claws racial attack power replaces one of your attack power. The power it replaces must be Xth level of higher. If you do not yet have an Xth level or higher power, you can replace the appropriate power when you gain it.
Insert Power Here
To this I would also modify the Enchant Magic Item ritual to create a new ritual –
”Enchant Natural Weapon”; making it more expensive and probably slightly higher level. However, I don’t know how well this would go over considering some of the impassioned arguments AGAINST natural weapons that we have seen.
redrover said:
If new Raging Bull is essentially the Human Berserker racial trait, I wonder if the existing MM name should be used. I’ve always thought it’s a bit confusing if the exact same ability has multiple names. Maybe should write around this. (Wag of the Finger to WotC for Dragonborn Senses, which locks what should be a generally available racial trait to one race).
The problem here is that there are a LOT of powers/abilities that are identical but have different names. “Sure Strike/Careful Strike” is a prime example as many of the Paragon Path powers such as
Angelic Action = Beast Stalker’s Action = Shadow Assassin’s Action = Feytouched Action = Battle Mage Action. Many of the MM attacks are the same from creature to creature as well, but with different names for flavor. This is a running theme in 4E. There are only so many mechanical combinations, but the naming can add flavor to them to make them fit many more applications than a standard generic name could.
redrover said:
I seem to recall that some of your earlier drafts had a +2 Perception bonus as a racial trait. However, I’ve been letting your versions overwrite instead of keeping a copy of each, so I have no way to check this.
The original MM version has a +2 Perception (rather than the +2 Athletics I gave).
redrover said:
The additional +2 to fear saves still doesn’t thrill me. How about the following?
HEREDITARY SENSES – [Minotaur]
Prerequisites: Wis 13, Minotaur
Benefit: You gain a +1 bonus to all defenses against powers with the Fear keyword.
…..You gain a +2 bonus to Perception checks.
This could then be added as a Prerequisite to
”Direction Sense”.
redrover said:
Bull’s Fortitude (Heroic)
Prerequisites: Minotaur
Benefit: When you suffer a fear effect that would normally make you move (flee, shift, or so on), you can remain in your current square until the end of your next turn. If you make your saving throw vs. fear at that time, you recover normally; otherwise you suffer the forced movement.
Not sure if this is too powerful for Heroic or not. Resisting forced movement is pretty up there in relative power. Also, I think it would require something akin to the following:
Special: You cannot choose to move while this feat is in effect.
pukunui said:
Judging from what Mearls said in that paraphrased interview posted recently, it sounds like the minotaur may get an official expanded write-up at some point. Just throwing that out there ...
But we have no idea when that might, and even then the MM race is all about being evil and dedicated to Baphomet and other demons. Not sure how they will translate that over.
amnuxoll said:
I just had to say: This is outstanding material. Nice work.
Thanks. Still tweaking it and making editorial changes as well. Hopefully it will get put to bed as a finished topic soon.