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<blockquote data-quote="pemerton" data-source="post: 5581076" data-attributes="member: 42582"><p>Dausuul, of your fighter ideas there I like Runner and Open Door (although I'd replace the phrase "you are an expert at . . ." with something more like "you are bollockingly strong and can . . ."). Improved Grab looks like it could be good to.</p><p></p><p>Improvised Siegecraft and Swift March I'm less sure about, as they tap into elements of the game (expenditure, large scale movement and combat) which are often a bit handwave-y anyway - how useful is it to be able to finesse a handwave in a certain fashion? If you're planning for these parts of the game to be less handwave-y and mechanically more tightly defined, then they would be better, although I'd be cautious of abilities that are essentially resource-multipliers (gps, in the case of these feats).</p><p></p><p>The same worry about resource multiplication applies to Swift Healing. It might be an auto-take (for example, it seems to be a multiplier for three or four possible resources: gps used to buy healing; magic items that heal; spells that heal; time used to heal).</p><p></p><p>Skirmisher seems OK in principle, but I'm not sure on its particular logic here - what is the rationale for making a fighter pay PC build resources to be able to approximate Chain or Plate AC +shield while wearing lighter armour? Is there a speed/skill penalty for wearing armour?</p><p></p><p>I feel a bit bad being so critical of some of these ideas, given the work you're putting in, but I think the resource multiplication thing in particular can be a potential game breaker (or at least a pretty proud nail). Ideas for other abilities that might not have the problem: some sort of jumping; some sort of animal handling/riding; some sort of ability that improves morale of retainers and hirelings (this also affects resources, but maybe in a less game-y fashion that is closer to the core idea of a D&D fighter).</p></blockquote><p></p>
[QUOTE="pemerton, post: 5581076, member: 42582"] Dausuul, of your fighter ideas there I like Runner and Open Door (although I'd replace the phrase "you are an expert at . . ." with something more like "you are bollockingly strong and can . . ."). Improved Grab looks like it could be good to. Improvised Siegecraft and Swift March I'm less sure about, as they tap into elements of the game (expenditure, large scale movement and combat) which are often a bit handwave-y anyway - how useful is it to be able to finesse a handwave in a certain fashion? If you're planning for these parts of the game to be less handwave-y and mechanically more tightly defined, then they would be better, although I'd be cautious of abilities that are essentially resource-multipliers (gps, in the case of these feats). The same worry about resource multiplication applies to Swift Healing. It might be an auto-take (for example, it seems to be a multiplier for three or four possible resources: gps used to buy healing; magic items that heal; spells that heal; time used to heal). Skirmisher seems OK in principle, but I'm not sure on its particular logic here - what is the rationale for making a fighter pay PC build resources to be able to approximate Chain or Plate AC +shield while wearing lighter armour? Is there a speed/skill penalty for wearing armour? I feel a bit bad being so critical of some of these ideas, given the work you're putting in, but I think the resource multiplication thing in particular can be a potential game breaker (or at least a pretty proud nail). Ideas for other abilities that might not have the problem: some sort of jumping; some sort of animal handling/riding; some sort of ability that improves morale of retainers and hirelings (this also affects resources, but maybe in a less game-y fashion that is closer to the core idea of a D&D fighter). [/QUOTE]
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