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<blockquote data-quote="Gez" data-source="post: 792335" data-attributes="member: 1328"><p>I object. First, it was a proposal; if prerequisites are deemed too high, they may be lowered. (The immaculate form art was very monk-like in its flavor text, and didn't seemed something easy to learn.) Furthermore, I don't see requiring one feat (usually among a choice of 2) as standard as skill focus, endurance, or alertness (like most of my proposals had) as barring low-level characters from acquiring them.</p><p></p><p>I just think that all these salty rules will be merely a waste of space if they are too hard to characters to use. That's why I'm opposed to "useless" feats.</p><p></p><p>On a stylistic level also, an art is meant to be a sort of "synergy bonus". Not something given by a feat; but an extra given because you have invested in a particular combination of feat. As they are now, they are not carnal arts -- they are carnal feats.</p><p></p><p></p><p>Just in order to be a pedantic jerk, I'll type there the stuff about martial arts:</p><p><em>A martial arts style is a collection of feats [and skills] that practitioners of that style learn to enhance their prowess in combat.</em></p><p><em>[...]</em></p><p><em>Following the path of a martial arts style has certain benefits. A character who masters the feats [and skills] within a style gains a mastery ability related to the techniques of that style. Some styles have one mastery ability; others have multiple abilities that a character gains as she masters different aspects of the style. Mastery abilities are a bit like the synergy bonuses a character gains if she has several ranks in certain skills: characters who learn certain combinations of feats [and skills] gains an extra edge for doing so.</em></p><p><em>[...]</em></p><p><em>[Sample mastery<img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></em></p><p><em>EMPTY HAND MASTERY</em></p><p><em>You have mastered the martial arts style of the "Empty Hand" -- a hard form emphasizing strikes with the hand.</em></p><p><em>Prerequisites: Imp. Unarmed Strike, Power Attack, Fists of Iron, Sunder, Eagle Claw Attack, Ki Shout, 4 or more ranks in Bluff.</em></p><p><em>Benefit: Your unarmed damage increases by one die type, as if you were one size category larger than you are.</em></p><p></p><p>With that example given, my initial intentions when I had that idea was to make some "New Use for Old Skills and Feats", assign some capacities to feats, like giving, say, Accomodation (from halfling harlot) to Toughness, or other ideas like that; include a bunch of skills and feats and SP "perform-like proficiencies" bunched together in a style, with a mastery that would grant improved benefits.</p></blockquote><p></p>
[QUOTE="Gez, post: 792335, member: 1328"] I object. First, it was a proposal; if prerequisites are deemed too high, they may be lowered. (The immaculate form art was very monk-like in its flavor text, and didn't seemed something easy to learn.) Furthermore, I don't see requiring one feat (usually among a choice of 2) as standard as skill focus, endurance, or alertness (like most of my proposals had) as barring low-level characters from acquiring them. I just think that all these salty rules will be merely a waste of space if they are too hard to characters to use. That's why I'm opposed to "useless" feats. On a stylistic level also, an art is meant to be a sort of "synergy bonus". Not something given by a feat; but an extra given because you have invested in a particular combination of feat. As they are now, they are not carnal arts -- they are carnal feats. Just in order to be a pedantic jerk, I'll type there the stuff about martial arts: [i]A martial arts style is a collection of feats [and skills] that practitioners of that style learn to enhance their prowess in combat. [...] Following the path of a martial arts style has certain benefits. A character who masters the feats [and skills] within a style gains a mastery ability related to the techniques of that style. Some styles have one mastery ability; others have multiple abilities that a character gains as she masters different aspects of the style. Mastery abilities are a bit like the synergy bonuses a character gains if she has several ranks in certain skills: characters who learn certain combinations of feats [and skills] gains an extra edge for doing so. [...] [Sample mastery:] EMPTY HAND MASTERY You have mastered the martial arts style of the "Empty Hand" -- a hard form emphasizing strikes with the hand. Prerequisites: Imp. Unarmed Strike, Power Attack, Fists of Iron, Sunder, Eagle Claw Attack, Ki Shout, 4 or more ranks in Bluff. Benefit: Your unarmed damage increases by one die type, as if you were one size category larger than you are.[/i] With that example given, my initial intentions when I had that idea was to make some "New Use for Old Skills and Feats", assign some capacities to feats, like giving, say, Accomodation (from halfling harlot) to Toughness, or other ideas like that; include a bunch of skills and feats and SP "perform-like proficiencies" bunched together in a style, with a mastery that would grant improved benefits. [/QUOTE]
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