Tessarael said:
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.
Okay, I never got into rules and mechanics in 3E. Just recently I've interested myself in all of that, and I mostly play 3.5 now, so I actually didn't consider, in any of this, the change from 3 to 3.5. I agree with you now.
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).
I don't like the idea of sneak attacks with two being the same as with one. I don't know how I feel regarding balance, but it seems to *make sense* that if you sneak attack in the same moment (basically) with two weapons, you'd get both. (I'm very much about making D&D *sensible*, to the greatest extent possible in a fantasy game.)
How does the +2 damage work if you're wielding the weapon in your off hand? My understanding of what you said is that you can designate at the moment of attack which weapon gets the +2. What if that weapon is not your primary? You can't switch hands en route to an attack (not easily anyway). Does that merely help offset the off-hand penalty?
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.

Otherwise you force grapplers to take Improved Grapple, and the whole problem begins.
Okay, I don't know enough about the non-standard attacks. I'll take your word for it, and agree that applying the AoO to the grapple (etc.) makes sense, and that it's ridiculous to have feats stacking to counter each other.
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.)
I'm honestly not sure what bothers me about them. It makes sense (there's that phrase again) that if someone is coming near you and not paying attention to you that you should be able to at least try to hit them. Still, I'm uneasy about it. Perhaps I should take it up in the House Rules forum.
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.)
You're right; in theory, I agree with you. However, in an ideal world, there would be no classes as such. In an ideal world (to me), you'd have a list of "features" that can be assigned point values and chosen by any character upon creation, as long as there is a reasonable amount of points allocated for creation. That way, you can have whatever character you want and are not restricted to classes or whatnot. I'm sure there are arguments against that, but I am one of those players who take half-elf regularly for flavor reasons.
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.
When you put it that way, of course it's silly (and see my above comment about the change from 3 to 3.5). What was the reasoning behind making this feat? Is there some balance issue they were working on? Do certain character types/classes benefit from this more than others?
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).
Interesting. I'd like to see this in practice. Do you use this in your campaigns? If so, how is it working out? I like the idea, but I wonder how it would work in play. Would it be stackable?
Hope that helps explain where I'm coming from ...
Yes, thank you very much. I hope I'm not boring you with my questions. I am *not* well-versed in the mechanics, so I could be bringing up ridiculous points. Feel free to just say to me, "Go read your PHB and DMG, you lazy slug!"
