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<blockquote data-quote="kerleth" data-source="post: 6040265" data-attributes="member: 84383"><p>The idea sounds promising. I'm a devil's advocate kind of guy, though, so these are the pitfalls that would have to be avoided.</p><p> </p><p>1) It can't turn into the Weapon/Implement enhancement bonus required thing of 4E. Avoiding that is already a design goal of next. So it would have to mean that you gain Abilities, not Bonuses.</p><p>2) It can't impinge on character customization. I want to be able to play a fighter that can use lockpicks, as an example. My biggest complaint about the 4E player's handbook (never saw any of the rest) was that classes were customizable, characters weren't. Every time I thought of an interesting character I found myself bending over backwards trying to make it work unless it was WOTC APPROVED (TM). Usually I had to twist the concept or make do with subpar choices. (If it hadn't been for that I probably would have converted).</p><p> </p><p>Doing this seems like it would require more growth in the mechanics of weapons and equipment.</p><p> </p><p>Spitballing Ideas</p><p> Rogue-</p><p>Tricks of the Trade: </p><p>You may spread caltrops and ball bearings on the ground once per turn without using your action.</p><p>You may apply poison to your weapon without using an action.</p><p>You never run the risk of breaking a lockpick or jamming a lock (would require rules for both of these things).</p><p> </p><p>Fighter-</p><p>Arms and Armor:</p><p>Your maximum dexterity bonus when wearing medium armor is +3.</p><p>You suffer no speed penalty while wearing heavy armor.</p><p> </p><p>Cleric-</p><p>Blessings of the Faithful:</p><p>If you spend an action to pray and administer a bottle of holy water to yourself or another creature it functions as a healing potion.</p><p> </p><p>My examples don't seem too impressive, but I definitely think that your idea has merit.</p></blockquote><p></p>
[QUOTE="kerleth, post: 6040265, member: 84383"] The idea sounds promising. I'm a devil's advocate kind of guy, though, so these are the pitfalls that would have to be avoided. 1) It can't turn into the Weapon/Implement enhancement bonus required thing of 4E. Avoiding that is already a design goal of next. So it would have to mean that you gain Abilities, not Bonuses. 2) It can't impinge on character customization. I want to be able to play a fighter that can use lockpicks, as an example. My biggest complaint about the 4E player's handbook (never saw any of the rest) was that classes were customizable, characters weren't. Every time I thought of an interesting character I found myself bending over backwards trying to make it work unless it was WOTC APPROVED (TM). Usually I had to twist the concept or make do with subpar choices. (If it hadn't been for that I probably would have converted). Doing this seems like it would require more growth in the mechanics of weapons and equipment. Spitballing Ideas Rogue- Tricks of the Trade: You may spread caltrops and ball bearings on the ground once per turn without using your action. You may apply poison to your weapon without using an action. You never run the risk of breaking a lockpick or jamming a lock (would require rules for both of these things). Fighter- Arms and Armor: Your maximum dexterity bonus when wearing medium armor is +3. You suffer no speed penalty while wearing heavy armor. Cleric- Blessings of the Faithful: If you spend an action to pray and administer a bottle of holy water to yourself or another creature it functions as a healing potion. My examples don't seem too impressive, but I definitely think that your idea has merit. [/QUOTE]
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