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<blockquote data-quote="Rolenet" data-source="post: 7058915" data-attributes="member: 6874615"><p>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..)</p><p></p><p>D) There seems to be some inconsistency in your use of Dauntless or Legendary.</p><p></p><p>E) 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? </p><p>As a Dwarf Fortress aficionado, I give +1 to the Toady condition, though. </p><p></p><p>F) 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?</p><p> </p><p>F) Flanking. Why this change?</p><p></p><p>G) Teleport. You should specify whether a creature can be teleported in the air.</p><p></p><p>H) 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)</p><p></p><p>I) Charges. I don't get the Lunge thing.</p><p></p><p>J) Coup de grace. If there's any power in PoL that knocks unconscious, change it to Basic attacks or fear the critical!</p><p></p><p>K) If a grappled enemy is not immobilized, how does that work??</p><p></p><p>L) Implements as [W] weapons. That's an interesting idea! In fact makes one wonder why it isn't the original rules!</p><p></p><p>M) Weapons. INteresting way to rebalance the greatsword. I'm really not convinced either by the d14, but hey. I mean, 2d6 would still do the trick.</p><p></p><p>N) 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.</p><p></p><p>O) Endurance. Do you really mean to measure temperature to 5C?</p><p></p><p>P) 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....</p><p></p><p>Q) Your pre-gen don't seem to feature powers?</p></blockquote><p></p>
[QUOTE="Rolenet, post: 7058915, member: 6874615"] 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..) D) There seems to be some inconsistency in your use of Dauntless or Legendary. E) 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. F) 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? F) Flanking. Why this change? G) Teleport. You should specify whether a creature can be teleported in the air. H) 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) I) Charges. I don't get the Lunge thing. J) Coup de grace. If there's any power in PoL that knocks unconscious, change it to Basic attacks or fear the critical! K) If a grappled enemy is not immobilized, how does that work?? L) Implements as [W] weapons. That's an interesting idea! In fact makes one wonder why it isn't the original rules! M) Weapons. INteresting way to rebalance the greatsword. I'm really not convinced either by the d14, but hey. I mean, 2d6 would still do the trick. N) 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. O) Endurance. Do you really mean to measure temperature to 5C? P) 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.... Q) Your pre-gen don't seem to feature powers? [/QUOTE]
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