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<blockquote data-quote="Bront" data-source="post: 3805885" data-attributes="member: 19696"><p>DR is easy.</p><p></p><p>DR 5/- is 5 points of DR to any physical (read, non-magical/elemental attack). DR 5/Adamantine is 5 points of DR that can be ignored by Adamantine.</p><p></p><p>DR 5/- is fairly hefty already. I might suggest 3 and 6 for numb and improved numb.</p><p></p><p>Belch would work better as "stunned", not knocked out.</p><p></p><p>I dislike Healing Booze, just because it seems like a wonky mechanic. But, in addition to that, it basicly turns a 1 CP beer into a 300 GP potion 3 times per day, which might as well be a self healing ability. Few self healing abilities heal that much damage till extremely high levels (6d8+9, average 36, so 12th level Paladin with Charisma of 6, or 18th level paladin with charisma of 14, but that's just the average. Max of 51, which is 17th level for the Cha 16 paladin).</p><p></p><p>Pass out, I don't like the save mechanic. Might be better to have it be a spot check or sense motive check with some DC or be flat footed, and the attack does extra damage to flat footed opponents (And probably something like an extra 2d6).</p></blockquote><p></p>
[QUOTE="Bront, post: 3805885, member: 19696"] DR is easy. DR 5/- is 5 points of DR to any physical (read, non-magical/elemental attack). DR 5/Adamantine is 5 points of DR that can be ignored by Adamantine. DR 5/- is fairly hefty already. I might suggest 3 and 6 for numb and improved numb. Belch would work better as "stunned", not knocked out. I dislike Healing Booze, just because it seems like a wonky mechanic. But, in addition to that, it basicly turns a 1 CP beer into a 300 GP potion 3 times per day, which might as well be a self healing ability. Few self healing abilities heal that much damage till extremely high levels (6d8+9, average 36, so 12th level Paladin with Charisma of 6, or 18th level paladin with charisma of 14, but that's just the average. Max of 51, which is 17th level for the Cha 16 paladin). Pass out, I don't like the save mechanic. Might be better to have it be a spot check or sense motive check with some DC or be flat footed, and the attack does extra damage to flat footed opponents (And probably something like an extra 2d6). [/QUOTE]
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