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<blockquote data-quote="Tormyr" data-source="post: 7307615" data-attributes="member: 6776887"><p>Thank you for the feedback, especially as you have run the campaign. There are a lot of interesting ideas in the old player's guides that provide unique (and somewhat powerful) options. I especially like how much of the focus is on teamwork. Here is a bit of what I was thinking when I was putting this together:</p><p></p><p><strong>Backgrounds</strong></p><p>The 3.5 Gate Pass bonus feats tie into Gate Pass nicely, but more importantly in my view, they mostly focus on teamwork with backing up your allies. I am looking for each PC to have the option of a strong tie to Gate Pass even if they started life somewhere else. Complete strangers would not be asked on the starting mission after all. The Player's Guide mentions that a GM might also have the players choose backgrounds from another source (the PHB or elsewhere) and get just the feature from the Gate Pass backgrounds. Maybe it is better to just make that the standard option and ditch the background portion of it? That is basically what was done for Zeitgeist 5e with the starting themes. </p><p></p><p><strong>Feats</strong></p><p>With some of the feats (and the Wayfarer Cirqueliste), the training takes a basic ability and makes it an innate part of their powers. East Wind Style takes shocking grasp and adds its damage to Stunning Strike; Shining Warrior makes combat use of the <em>light</em> spell; and Wayfarer Cirqueliste boosts <em>misty step</em>. West Wind Style would have had a requirement for a low-level wind spell, but there is not really a good option within the SRD. West Wind Style and East Wind Style could also probably work well as monk archetypes, but they would need some new content written as there is not enough in the feat to spread out over the levels.</p><p></p><p>The Leader Feats only have 1 chain through Leadership Performance which has no prerequisites, and the Inspiring Leader feat is not an option because it is not in the SRD. The other Leader Feats all either boost or use the limited resource from Leadership Performance so need that feat first. Necrotic and Primal Leader have a niche use where they boost a Necromancer, Ranger, or Druid. In their case, the prerequisite was there to keep someone from taking a feat that just would not apply to them, but I would think a necromancer or someone who could command animals would be very powerful with those feats.</p><p></p><p>I am not sure what you meant with Leadership Performance being entirely Charisma based and how casters come into it unless you meant the Necrotic and Primal specializations.</p><p></p><p>As for Iron-Willed leader being weak, I will change the language to make its effect add on to a regular Leadership Performance rather that the either/or that it is now.</p><p></p><p><strong>Commander</strong></p><p>The 3.5 Commander class and its Widen Command ability were also tightly coupled to the Leader Feats. The idea that I saw and wanted to preserver/magnify is that someone who really wants to use the Leadership feats probably needs to look at the Commander class to reach its full potential. In 5e, the Commander becomes a Charisma-based archetype of the Fighter because that is really the only class that has enough ASIs to choose a majority of the Leader Feats. The kind of player that wants to play a Commander is someone who is focused on making the team shine.</p><p></p><p>Good point about Implicit Orders. I will check if there is another feature from the 3.5 class that would work better.</p><p></p><p><strong>Wayfarer Cirqueliste</strong></p><p>I added this to the player's guide more recently as I had been thinking of holding off until the chapter where the Wayfarers pop up but decided to include it up front to help people plan their characters. I did think about both a Prestige Class as well as a bard College and had settled on the prestige class because the audition shows up in a later chapter and I was thinking about keeping the audition as the entry point. Hearing a new voice reinforcing the idea of the bard class reinforces that may be the better way to go and that restricting the Cirqueliste until later in the campaign is not really necessary. There is a lot of bonuses that I will need to pare down to fit that unique theme into an archetype though.</p><p></p><p><strong>Spells</strong></p><p>I knocked around Gabals Superior Missile a bit and settled on the current implementation after a while. It has two limitations over a regular <em>magic missile</em>: the range is halved and you have to concentrate for a full round to use the homing version. During that time you are not doing anything and are vulnerable to losing concentration and a round of damage. I could put a prerequisite of Gabal's school, but I figured that a sorcerer or wizard with that on their spell list had passed through Gabal's School for training at some point.</p><p></p><p><strong>Fluff</strong></p><p>Thank you for pointing this out! I had missed that there were new subsections in the 4e player's guide as the general structure was the same.</p></blockquote><p></p>
[QUOTE="Tormyr, post: 7307615, member: 6776887"] Thank you for the feedback, especially as you have run the campaign. There are a lot of interesting ideas in the old player's guides that provide unique (and somewhat powerful) options. I especially like how much of the focus is on teamwork. Here is a bit of what I was thinking when I was putting this together: [b]Backgrounds[/b] The 3.5 Gate Pass bonus feats tie into Gate Pass nicely, but more importantly in my view, they mostly focus on teamwork with backing up your allies. I am looking for each PC to have the option of a strong tie to Gate Pass even if they started life somewhere else. Complete strangers would not be asked on the starting mission after all. The Player's Guide mentions that a GM might also have the players choose backgrounds from another source (the PHB or elsewhere) and get just the feature from the Gate Pass backgrounds. Maybe it is better to just make that the standard option and ditch the background portion of it? That is basically what was done for Zeitgeist 5e with the starting themes. [b]Feats[/b] With some of the feats (and the Wayfarer Cirqueliste), the training takes a basic ability and makes it an innate part of their powers. East Wind Style takes shocking grasp and adds its damage to Stunning Strike; Shining Warrior makes combat use of the [I]light[/I] spell; and Wayfarer Cirqueliste boosts [I]misty step[/I]. West Wind Style would have had a requirement for a low-level wind spell, but there is not really a good option within the SRD. West Wind Style and East Wind Style could also probably work well as monk archetypes, but they would need some new content written as there is not enough in the feat to spread out over the levels. The Leader Feats only have 1 chain through Leadership Performance which has no prerequisites, and the Inspiring Leader feat is not an option because it is not in the SRD. The other Leader Feats all either boost or use the limited resource from Leadership Performance so need that feat first. Necrotic and Primal Leader have a niche use where they boost a Necromancer, Ranger, or Druid. In their case, the prerequisite was there to keep someone from taking a feat that just would not apply to them, but I would think a necromancer or someone who could command animals would be very powerful with those feats. I am not sure what you meant with Leadership Performance being entirely Charisma based and how casters come into it unless you meant the Necrotic and Primal specializations. As for Iron-Willed leader being weak, I will change the language to make its effect add on to a regular Leadership Performance rather that the either/or that it is now. [B]Commander[/B] The 3.5 Commander class and its Widen Command ability were also tightly coupled to the Leader Feats. The idea that I saw and wanted to preserver/magnify is that someone who really wants to use the Leadership feats probably needs to look at the Commander class to reach its full potential. In 5e, the Commander becomes a Charisma-based archetype of the Fighter because that is really the only class that has enough ASIs to choose a majority of the Leader Feats. The kind of player that wants to play a Commander is someone who is focused on making the team shine. Good point about Implicit Orders. I will check if there is another feature from the 3.5 class that would work better. [B]Wayfarer Cirqueliste[/B] I added this to the player's guide more recently as I had been thinking of holding off until the chapter where the Wayfarers pop up but decided to include it up front to help people plan their characters. I did think about both a Prestige Class as well as a bard College and had settled on the prestige class because the audition shows up in a later chapter and I was thinking about keeping the audition as the entry point. Hearing a new voice reinforcing the idea of the bard class reinforces that may be the better way to go and that restricting the Cirqueliste until later in the campaign is not really necessary. There is a lot of bonuses that I will need to pare down to fit that unique theme into an archetype though. [B]Spells[/B] I knocked around Gabals Superior Missile a bit and settled on the current implementation after a while. It has two limitations over a regular [I]magic missile[/I]: the range is halved and you have to concentrate for a full round to use the homing version. During that time you are not doing anything and are vulnerable to losing concentration and a round of damage. I could put a prerequisite of Gabal's school, but I figured that a sorcerer or wizard with that on their spell list had passed through Gabal's School for training at some point. [B]Fluff[/B] Thank you for pointing this out! I had missed that there were new subsections in the 4e player's guide as the general structure was the same. [/QUOTE]
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