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Complex fighter pitfalls
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<blockquote data-quote="UngeheuerLich" data-source="post: 5958230" data-attributes="member: 59057"><p>First of all, I own both books. MV and threats to the nentir vale. And while I like the fluff and the monster design, it in no way comes close to the 2nd edition monster manual (stat block with habitat and diet etc). Also, although powers were generally well written, I don´t like unique mechanics for every monster. Just like player abilities, monster powers should work with general assumptions about the game´s physik:</p><p></p><p>I don´t need a power that sets someone on fire to tell me, how I get rid off it. Beeing on fire needs to be a condition, that ends, if I do something against it. I don´t want monsters with mundane effects, that somehow end on a savinging throw.</p><p></p><p>So, any monster who has burining oil or something, can "set one on fire" and you know, 1d6 damage (if not otherwise noted) and you need to roll on the floor and make a dexterity check to put it off (against DC 10 if not noted otherwise).</p><p></p><p>So a hook horror can draw on some maneuvers and because of its stats it will perform fine. (Maybe an adnavtage here or there could also help)</p><p></p><p>So, and to make some on topic comment:</p><p>A fighter that sets someone on fire should not have to take a feat to be able at all. He could however get a simple bonus if he selects a theme. (like knowledge of how to admix it and how to prepare his clothes so he does not catch fire himself)</p></blockquote><p></p>
[QUOTE="UngeheuerLich, post: 5958230, member: 59057"] First of all, I own both books. MV and threats to the nentir vale. And while I like the fluff and the monster design, it in no way comes close to the 2nd edition monster manual (stat block with habitat and diet etc). Also, although powers were generally well written, I don´t like unique mechanics for every monster. Just like player abilities, monster powers should work with general assumptions about the game´s physik: I don´t need a power that sets someone on fire to tell me, how I get rid off it. Beeing on fire needs to be a condition, that ends, if I do something against it. I don´t want monsters with mundane effects, that somehow end on a savinging throw. So, any monster who has burining oil or something, can "set one on fire" and you know, 1d6 damage (if not otherwise noted) and you need to roll on the floor and make a dexterity check to put it off (against DC 10 if not noted otherwise). So a hook horror can draw on some maneuvers and because of its stats it will perform fine. (Maybe an adnavtage here or there could also help) So, and to make some on topic comment: A fighter that sets someone on fire should not have to take a feat to be able at all. He could however get a simple bonus if he selects a theme. (like knowledge of how to admix it and how to prepare his clothes so he does not catch fire himself) [/QUOTE]
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