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A Tournament of Cosmic Propotions! (Immortal's Handbook Rules)
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<blockquote data-quote="Neoiceshroom" data-source="post: 5752674" data-attributes="member: 6674872"><p>I agree with the fact that it's got a very bare-bone feel to the system and a lot of work is required on behalf on the GM to make a campaign setting. For me it was easy because I had already been role-playing in the world for a decade by the time i finally found a set of rules I liked, so campaign setting was never a problem for me, but I see what you mean.</p><p></p><p></p><p></p><p>Agreed. Instead of ranks in tumble I'd probably just do like say... perhaps maybe 70-90 ranks required in a couple of dex based skills. Tumble & Balance seem the most relevant for the class.</p><p></p><p></p><p></p><p>Substituting for skill ranks seems logical. Making the class have a feature that makes them immune to dex damage is a possible patch-work solution, but since it is impossible to drain skill ranks, it seems unnecessary. </p><p></p><p></p><p></p><p>Parry bonus is basically meant to replace shield bonus for this class. As a variant rule, parry bonuses and shield bonuses do not stack with one another, you take whichever is highest. Effectively they are the same bonus, but in order for it to qualify as a parry bonus instead of a shield bonus, you must be able to threaten someone with it. For example if you are holding two longswords you can gain a parry bonus to your AC. Two weapon defense grants a parry bonus for example. However if you are holding a longsword and a shield you cannot gain both your shield and parry bonus, rather just take whichever is higher. Characters that use natural weapons may parry with natural weapons.</p><p></p><p></p><p></p><p>You are correct sir. I must have missed that. Sorry. Going on 36+ hours without sleep.</p><p></p><p></p><p></p><p>Personally I really like Bels' rules for force field.</p><p></p><p></p><p></p><p>Good point. I'll make some adjustments. Like i said the class was meant to be a moch up. Thanks for the feedback btw.</p><p></p><p></p><p></p><p>Perhaps I could help to keep it out of certain hands by adding specific class features as prerequisites? </p><p></p><p></p><p></p><p>I agree with a lot of what you said. once again class was a prototype. Feedback appreciated. Adjustments will be made before finalization.</p><p></p><p>Shunpo is a custom DVA. Basically it allows you to move up to your base movement speed once per round as a swift, free, or immediate action. Regardless of which action type you use it as, it can still only be used once per round. It's sort of like quicken greater teleport for ninja. Shunpo is japanese for "flash step" iirc.</p></blockquote><p></p>
[QUOTE="Neoiceshroom, post: 5752674, member: 6674872"] I agree with the fact that it's got a very bare-bone feel to the system and a lot of work is required on behalf on the GM to make a campaign setting. For me it was easy because I had already been role-playing in the world for a decade by the time i finally found a set of rules I liked, so campaign setting was never a problem for me, but I see what you mean. Agreed. Instead of ranks in tumble I'd probably just do like say... perhaps maybe 70-90 ranks required in a couple of dex based skills. Tumble & Balance seem the most relevant for the class. Substituting for skill ranks seems logical. Making the class have a feature that makes them immune to dex damage is a possible patch-work solution, but since it is impossible to drain skill ranks, it seems unnecessary. Parry bonus is basically meant to replace shield bonus for this class. As a variant rule, parry bonuses and shield bonuses do not stack with one another, you take whichever is highest. Effectively they are the same bonus, but in order for it to qualify as a parry bonus instead of a shield bonus, you must be able to threaten someone with it. For example if you are holding two longswords you can gain a parry bonus to your AC. Two weapon defense grants a parry bonus for example. However if you are holding a longsword and a shield you cannot gain both your shield and parry bonus, rather just take whichever is higher. Characters that use natural weapons may parry with natural weapons. You are correct sir. I must have missed that. Sorry. Going on 36+ hours without sleep. Personally I really like Bels' rules for force field. Good point. I'll make some adjustments. Like i said the class was meant to be a moch up. Thanks for the feedback btw. Perhaps I could help to keep it out of certain hands by adding specific class features as prerequisites? I agree with a lot of what you said. once again class was a prototype. Feedback appreciated. Adjustments will be made before finalization. Shunpo is a custom DVA. Basically it allows you to move up to your base movement speed once per round as a swift, free, or immediate action. Regardless of which action type you use it as, it can still only be used once per round. It's sort of like quicken greater teleport for ninja. Shunpo is japanese for "flash step" iirc. [/QUOTE]
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