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Blood and Guts: Feedback
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<blockquote data-quote="Vigilance" data-source="post: 1019632" data-attributes="member: 4275"><p><strong></strong></p><p><strong></strong></p><p><strong>They weren't created specifically for the packages- but clearly not all feats are created equal. When I look at Power Attack and Builder I see one of those feats has "sub-optimal" written all over it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></strong></p><p><strong></strong></p><p><strong>I guess my point here wasn't to say the feats you have to take suck- just that they're probably not feats you would choose if I made the MOS packages exactly as is- but said- "pick any 1 feat".</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>Well- you can house rule it that way of course. To take another stab at convincing you they're balanced (because I really think they are). Another reason they have a little extra punch in the skill department is that you really need 5 feats to get that bonus all the time. And unless you've taken all the terrain warfare packages, then the GM has total control over when you can and cannot use the feat.</strong></p><p><strong></strong></p><p><strong>In playtest, each of my PCs took a different terrain specialization so they were always covered. And then they all took Urban Warfare (I think they knew I was writing War on Terror and counted on a lot of house to house fighting lol).</strong></p><p><strong></strong></p><p><strong>So- when they were in Urban environments- which has been 2 adventures out of a pretty lengthy campaign- they were very effective.</strong></p><p><strong></strong></p><p><strong>However, when they're anywhere else- every PC but one (the lucky chap whose terrain is where they are) has a wasted feat. One that does nothing for him.</strong></p><p><strong></strong></p><p><strong>As has been pointed out numerous times in the course of the Great Ranger Debate- an ability that is completely under the GM's control when it occurs and when it doesn't needs to have some extra punch.</strong></p><p><strong></strong></p><p><strong>My absolute last point- I don't really think those feats that give you +2 to two skills are worth a feat. So that factors into my making a feat that primarily adds to some skills a little better.</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>I'd be happy to see them. I'm putting the finishing touches on a web enhancement of british special ops classes right now. If I like them, I will put them in with the new classes if that's ok with you <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>Well- the martial arts rules in Blood and Guts are pulled from my martial arts d20 Modern book Blood and Fists, which has about 130 more maneuver feats (Im not kidding) and about 39 more styles than what I included in Blood and Guts- which is the bare minimum I thought special ops characters would need.</strong></p><p><strong></strong></p><p><strong>If you need more martial arts- or just want what I consider to be a fine book with martial arts feats, weapons, and classes, I'd suggest you check out Blood and Fists <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>I've had a lot of people ask me this in Blood and Fist threads. It's a mechanic that not a lot of people seem to care for. My reasoning was that the save should get a little EASIER to make as you rise in level, since the consequences for failure go WAY up. If a maneuver blinds you 1-4 rounds at 3rd level, your penalty for failure is getting tagged with 1-4 attacks. At 15th level (where a character can have 3 attacks) your penalty for failure is 3-12 attacks.</strong></p><p><strong></strong></p><p><strong>So that was my reasoning <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></strong></p><p><strong></strong></p><p><strong></strong></p><p></p><p>Hmm those sound pretty good- let me ponder it a little more. </p><p></p><p>Thanks for all the feedback though <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Chuck</p></blockquote><p></p>
[QUOTE="Vigilance, post: 1019632, member: 4275"] [B] They weren't created specifically for the packages- but clearly not all feats are created equal. When I look at Power Attack and Builder I see one of those feats has "sub-optimal" written all over it :) I guess my point here wasn't to say the feats you have to take suck- just that they're probably not feats you would choose if I made the MOS packages exactly as is- but said- "pick any 1 feat". Well- you can house rule it that way of course. To take another stab at convincing you they're balanced (because I really think they are). Another reason they have a little extra punch in the skill department is that you really need 5 feats to get that bonus all the time. And unless you've taken all the terrain warfare packages, then the GM has total control over when you can and cannot use the feat. In playtest, each of my PCs took a different terrain specialization so they were always covered. And then they all took Urban Warfare (I think they knew I was writing War on Terror and counted on a lot of house to house fighting lol). So- when they were in Urban environments- which has been 2 adventures out of a pretty lengthy campaign- they were very effective. However, when they're anywhere else- every PC but one (the lucky chap whose terrain is where they are) has a wasted feat. One that does nothing for him. As has been pointed out numerous times in the course of the Great Ranger Debate- an ability that is completely under the GM's control when it occurs and when it doesn't needs to have some extra punch. My absolute last point- I don't really think those feats that give you +2 to two skills are worth a feat. So that factors into my making a feat that primarily adds to some skills a little better. I'd be happy to see them. I'm putting the finishing touches on a web enhancement of british special ops classes right now. If I like them, I will put them in with the new classes if that's ok with you :) Well- the martial arts rules in Blood and Guts are pulled from my martial arts d20 Modern book Blood and Fists, which has about 130 more maneuver feats (Im not kidding) and about 39 more styles than what I included in Blood and Guts- which is the bare minimum I thought special ops characters would need. If you need more martial arts- or just want what I consider to be a fine book with martial arts feats, weapons, and classes, I'd suggest you check out Blood and Fists :) I've had a lot of people ask me this in Blood and Fist threads. It's a mechanic that not a lot of people seem to care for. My reasoning was that the save should get a little EASIER to make as you rise in level, since the consequences for failure go WAY up. If a maneuver blinds you 1-4 rounds at 3rd level, your penalty for failure is getting tagged with 1-4 attacks. At 15th level (where a character can have 3 attacks) your penalty for failure is 3-12 attacks. So that was my reasoning :) [/B] Hmm those sound pretty good- let me ponder it a little more. Thanks for all the feedback though :) Chuck [/QUOTE]
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