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General Tabletop Discussion
*Dungeons & Dragons
an example of one of my fighting styles: Ostarian Rose
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<blockquote data-quote="Shinsetsu" data-source="post: 45404" data-attributes="member: 1579"><p>I'm assuming that everyone in your campaign has access to this kind of fighting style, and that many house rules provide for balance within your campaign world, so I'm not going to try to tell you how to play, or how to design your fighter's skill progression. </p><p></p><p>However...</p><p></p><p>I feel as though investing only 4 skill points for a +2 to hit and damage is a bit too... liberal? I DM an oriental world campaign, where characters can invest skill points into martial arts knowledge, to allow for certain bonuses, but the bonuses which I decided on are circumstantial, like gaining a +1 bonus to grappling attacks only, a +1 bonus to either to hit OR to damage for every 10 skill ranks, +1 to pin an opponent's weapon or disarm them, or if you delay or ready an attack, you gain a +1 bonus to hit, since you read your opponent and then counter them, or you could substitute your martial arts knowledge ranks when making a sense motive roll to discover your opponent's style, and use it to your advantage (to analyze which methods of attack are his strong suit, and would therefore know where you stood with your own skills). Most of these examples are basically applying weapon focus to various combat maneuvers, as they grant a bonus only to hit. (Of course, the power attack feat gives you the option to convert "to hit bonuses" into "damage bonuses", but you can't have it all at the same time)</p><p>I hope you can see where it may be construed as too powerful, when some skill ranks can surpass the effects of feats or even prestige class levels. </p><p>Giving a character a raw +2 bonus to both attack and damage for only 4 skill points seems rudely unbalancing. The prerequisites for your jump and tumble skills may seem to balance this kind of progression, but those skills have benefits on their own- it's not like spending skill points in profession or perform. </p><p>Fighters have few skill points, also, but give them a level of rogue, and see what happens. Then, there's the "no other weapon styles" prerequisite, which I disagree with completely, from a philosophical, if not scientific standpoint. A weapon master should educate himself in as many other styles as he can, to know how his style will work against them. Know thy self, and know thy enemy. There should never be a rule that you may never learn other styles of weapon combat, unless it's the rule of some NPC that's a thorn in your character's side. </p><p></p><p>Anyway, these are just some things you may want to think about, and I didn't mean to be too harsh. I'm all for house ruling combat. Keep at it.</p></blockquote><p></p>
[QUOTE="Shinsetsu, post: 45404, member: 1579"] I'm assuming that everyone in your campaign has access to this kind of fighting style, and that many house rules provide for balance within your campaign world, so I'm not going to try to tell you how to play, or how to design your fighter's skill progression. However... I feel as though investing only 4 skill points for a +2 to hit and damage is a bit too... liberal? I DM an oriental world campaign, where characters can invest skill points into martial arts knowledge, to allow for certain bonuses, but the bonuses which I decided on are circumstantial, like gaining a +1 bonus to grappling attacks only, a +1 bonus to either to hit OR to damage for every 10 skill ranks, +1 to pin an opponent's weapon or disarm them, or if you delay or ready an attack, you gain a +1 bonus to hit, since you read your opponent and then counter them, or you could substitute your martial arts knowledge ranks when making a sense motive roll to discover your opponent's style, and use it to your advantage (to analyze which methods of attack are his strong suit, and would therefore know where you stood with your own skills). Most of these examples are basically applying weapon focus to various combat maneuvers, as they grant a bonus only to hit. (Of course, the power attack feat gives you the option to convert "to hit bonuses" into "damage bonuses", but you can't have it all at the same time) I hope you can see where it may be construed as too powerful, when some skill ranks can surpass the effects of feats or even prestige class levels. Giving a character a raw +2 bonus to both attack and damage for only 4 skill points seems rudely unbalancing. The prerequisites for your jump and tumble skills may seem to balance this kind of progression, but those skills have benefits on their own- it's not like spending skill points in profession or perform. Fighters have few skill points, also, but give them a level of rogue, and see what happens. Then, there's the "no other weapon styles" prerequisite, which I disagree with completely, from a philosophical, if not scientific standpoint. A weapon master should educate himself in as many other styles as he can, to know how his style will work against them. Know thy self, and know thy enemy. There should never be a rule that you may never learn other styles of weapon combat, unless it's the rule of some NPC that's a thorn in your character's side. Anyway, these are just some things you may want to think about, and I didn't mean to be too harsh. I'm all for house ruling combat. Keep at it. [/QUOTE]
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