Tessarael
Adventurer
Tessarael said:9. Combine Spell Focus and Greater Spell Focus to give a flat +2 save DC for a magic school.
Seonaid said:I agree in theory, but would that make a balance difference? If so, perhaps having a prerequisite would fix that.
Spell Focus +2 DC was the way it worked in 3E D&D. What happened was that a number of feats (e.g. Greater Spell Focus - another +2 DC in Tome and Blood) and prestige class features came out that gave further bonuses to save DC. To limit this, they changed the feats to what you see now in 3.5E D&D PHB. So I'm just suggesting going back to 3E and getting rid of the extra feat - and it worked on in 3E, before all the additional stacking save DC increases.
Tessarael said:11. Make Two-Weapon Fighting work like using Two-Handed weapons.
Seonaid said:I like the way this looks, but I'd have to see it in action before I could form a solid opinion. It seems like it might just complicate things (though that could be just that I'm used to the 3.5 system).
My DM and I designed this so it worked almost exactly the same as fighting with a two-handed weapon. It reduces Rogues sneak attacking with two weapons to the same as if they only had one weapon. (Why should two weapons for Rogues be better with than for a high DEX Fighter?) I think it's actually less complicated that the 3E and 3.5E two weapon rules: add +2 damage if you're wielding two weapons to whichever weapon you choose as primary (you can switch to take advantage of DR penetration materials for example). [Two-Handed weapons are still better in some respects - harder to disarm, can hold one-handed while spellcasting with somatic components (don't need to sheath), slightly higher damage.]
Maybe my DM and I just need to write a clearer explanation.

Tessarael said:14. Get rid of Improved Grapple.
Seonaid said:I'm not sure what to make of this. I have problems with the whole idea of an AoO, but I'm not sure if getting rid of these feats would make my problems less significant.
Here's my issue with the current system: monsters have Improved Grapple, so other combatants will need Close Quarters Fighting. You get feats and counter feats, and feats get progressively less useful. These non-standard attacks (grapple, sunder, trip, etc.) have benefits beyond a normal attack. To reduce their benefit, you take an attack of opportunity, and any damage from this penalizes your change to grapple/sunder/trip/disarm etc. I want the "standard ruling" to still allow someone to initiate a grapple after they've been hit by the attack of opportunity. Dammit, I got close and got hurt, let me try at least.

Attacks of opportunity seem to me to work ok as a balancing mechanic. Combatants will need to take Combat Reflexes and have some DEX bonus to being able to get multiple attacks of opportunity (e.g. I'll spend my BAB +15/+10/+5, 3 attacks, trying to grapple you.)
Seonaid said:In game, I *really* like (Improved) Uncanny Dodge, but I'm not sure I like it in theory. I am tempted to say it should be gotten rid of, or at least Improved should be, but I don't know how to work it so the loss would be fair. I don't know, though, that I'd make them feats.
Well, I like the fact it helps you avoid being flanked. What don't you like about that? I also think Fighters et al., should be able to avoid flanking just as a Rogue does, at the price of a couple of feats. (Similarly, maybe Rogues should be able to take Weapon Specialization.)
Tessarael said:2. Increased Move +10' enchancement bonus in light or no armour and not encumbered as a feat, and this replaces the Run feat - i.e. let anyone add their DEX bonus to dodging when running. (I wouldn't give Monks too many bonus feats to replace this.)
Seonaid said:I don't understand what you're getting at here. Perhaps I'm just too unfamiliar with the rules and/or monks, but could you explain this again?
There was a 3E to 3.5E change in the rules regards running. In 3.5E D&D, if you run, and don't have the Run feat, you lose your DEX bonus to AC. I think that's silly.
Moreover, I'd like +10' movement to be a feat - and this is better than the Run feat, once everyone gets DEX bonus to AC when running. Barbarians get +10' move bonus (untyped) at 1st level. Monks get it every 3 levels (3rd, 6th, etc.). I wouldn't give Monks 6 bonus feats in lieu of +60' movement at 18th level - I'd either give them the movement increase as a class feature, or give them say 3 feats in exchange for this (more versatility).
Hope that helps explain where I'm coming from ...