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<blockquote data-quote="ValhallaGH" data-source="post: 5540365" data-attributes="member: 41187"><p>The list of Approved looks solid and likely won't cause any problems.</p><p></p><p>Questionable Items: <ul> <li data-xf-list-type="ul">Combat Reactions are a versatile and interesting game mechanic. More interesting and active than Attacks of Opportunity; they require more work on the player's side, but that means your players a less likely to be distracted. They offer interesting tactical choices, and mean that the Aid Another action will actually be used. Hopefully that enables you to make your final decision.</li> <li data-xf-list-type="ul">Combat Maneuvers can stay or go. They make special attacks a bit more predictable and useable: no fighter has a prayer of disarming a Cloud Giant or Titan (barring some very specific spell combinations; and that same power could have been spent to simply kill the thing), but CM makes is possible to use these even at high levels. Overall impact on the game is negligible, however.</li> <li data-xf-list-type="ul">Ability Score generation is important until level 8. After that, the combination of magic bonuses and level bonuses negate most of the difference in starting ability. That said, Elite + 6 <strong>is</strong> stronger than Elite, or 25 point-buy, but not enough to cause problems. The primary advantage, that I've seen, is that your players don't need ability enhancing magic items; they're useful but unneeded.</li> <li data-xf-list-type="ul">Skill System is fantastic. Characters can legitimately be adventurers, with the diverse skills needed to survive the normal rigors of travel in a medieval world, plus those special skills that crop up frequently in an adventuring career. I went further and compressed knowledge into three categories (Natural, Social, and Supernatural) to make that skill more broadly applicable. (Natural covered the uses of Dungeoneering, Geography, and Nature; Social covered the uses of Architecture and Engineering, History, Local, and Nobility and Royalty; Supernatural covered the uses of Arcana, Religion, and the Planes.)</li> <li data-xf-list-type="ul">Iterative Attacks simplifies the math and speeds up combat a bit. It also makes most monsters a bit more dangerous while making weapon-using foes a bit less dangerous. It also makes a full BAB less viscerally important without changing its mechanical utility. I've come to approve for a host of reasons.</li> <li data-xf-list-type="ul">Spellcasting is actually a moderate power increase to the primary casters, and a major power increase to secondary casters. For a spellcaster it is pure win, vastly increasing the length of a useful adventuring day; except for long duration buffs. If you do use TB spellcasting then you'll want to use the TB Paladin; otherwise, you're hosing that class over by removing it's best spells completely.</li> </ul><p></p><p></p><p>Good luck and I hope this was helpful.</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 5540365, member: 41187"] The list of Approved looks solid and likely won't cause any problems. Questionable Items: [list][*]Combat Reactions are a versatile and interesting game mechanic. More interesting and active than Attacks of Opportunity; they require more work on the player's side, but that means your players a less likely to be distracted. They offer interesting tactical choices, and mean that the Aid Another action will actually be used. Hopefully that enables you to make your final decision. [*]Combat Maneuvers can stay or go. They make special attacks a bit more predictable and useable: no fighter has a prayer of disarming a Cloud Giant or Titan (barring some very specific spell combinations; and that same power could have been spent to simply kill the thing), but CM makes is possible to use these even at high levels. Overall impact on the game is negligible, however. [*]Ability Score generation is important until level 8. After that, the combination of magic bonuses and level bonuses negate most of the difference in starting ability. That said, Elite + 6 [b]is[/b] stronger than Elite, or 25 point-buy, but not enough to cause problems. The primary advantage, that I've seen, is that your players don't need ability enhancing magic items; they're useful but unneeded. [*]Skill System is fantastic. Characters can legitimately be adventurers, with the diverse skills needed to survive the normal rigors of travel in a medieval world, plus those special skills that crop up frequently in an adventuring career. I went further and compressed knowledge into three categories (Natural, Social, and Supernatural) to make that skill more broadly applicable. (Natural covered the uses of Dungeoneering, Geography, and Nature; Social covered the uses of Architecture and Engineering, History, Local, and Nobility and Royalty; Supernatural covered the uses of Arcana, Religion, and the Planes.) [*]Iterative Attacks simplifies the math and speeds up combat a bit. It also makes most monsters a bit more dangerous while making weapon-using foes a bit less dangerous. It also makes a full BAB less viscerally important without changing its mechanical utility. I've come to approve for a host of reasons. [*]Spellcasting is actually a moderate power increase to the primary casters, and a major power increase to secondary casters. For a spellcaster it is pure win, vastly increasing the length of a useful adventuring day; except for long duration buffs. If you do use TB spellcasting then you'll want to use the TB Paladin; otherwise, you're hosing that class over by removing it's best spells completely.[/list] Good luck and I hope this was helpful. [/QUOTE]
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