Valiantheart said:
Ah. Typical argumentative narcissism. My disagreeing with your argument is rude, but of course my argument is both 'faulty' and 'incorrect'.
Please, could you be any more full of your self?
Your commentary and tone, much like now, was rude, not your disagreeing with me. And that has nothing to do with how faulty and incorrect your conclusions were.
Valiantheart said:
So I was way off base for assuming you want evey class to have spot?
Yeah, pretty much so.
Valiantheart said:
But of course you think the fighter should have it. The only classes in the game that need spot are those that spend a great deal of their time lurking in the dark corners of the world searching for assassins and hidden enemies. Warriors get their training in fighter barracks or militant temples. They do not spend a lot of their time in the wilderness acting as scouts or hanging out with rogues. That is why fighters, barbarians, and Paladins dont have the spot skill.
Actually, there is no reason to assume much about the fighters. As the most variable class in Core rules, Fighters are supposed to represent all different kinds of concepts, from the heavily armored tank to the swashbuckler, to the non-mystic martial artists, to the king's guards. Whether the class succeeds at this endeavor is irrelavent, but since its can represent concepts beyond your limited options, a justifiable and defendable argument could be made for them having most skills, under the right situations.
Furthermore, as the only class that spends a good time of its appreticeship (using your fighter barracks/militant temples/army life example) on sentry duty, dnd's lack of granting spot to fighters can only lead one to imagine how poorly defended most camps and bases are. As body guards are the ones that defend the nobility and powerful of any world, fighters are the ones who spend the MOST time looking for assassins and hidden enemies.
But, you are nitpicking an offhand remark to avoid the real thrust of the conversation. I would like to return to a comment you made earlier:
Valiantheart said:
I removed Spot because I saw no reason to give a lumbering knight a good spot skill when it is so useful and a skill of few classes...and the paladin doesnt have or need it.
So, um, you are removing the skill because its so useful, and paladin's don't need it? Its so useful....so you are taking it away? Where is the logic?
Valiantheart said:
But of course im sure you will say Champions dont have to be trained in blah blah blah. They get their powers from blah blah blah and they absolutely need spot so that they can blah blah. Please. Champions essentially perform the same function as a member of a militant church and I dont see clerics with the spot skill so that they can seek out infidels. The spot skill is very powerful and was designed to only be in the hands of a few select classes. Also, that is why there are champion causes. If a champions cause requires of him to lurk in those dark corners then it is easy to give THAT champion the spot skill to perform his duties. Thats what the "Special" ability is for.
So you are rude AND psychic?
I love that you keep going off on what was intended by the designers of DnD. This class doesn't have spot because
blah and this class has it because of
blah. Never mind the fact that Monte Cook actually was a designer of 3rd edition so he probably has good reason for doing what he did. Not that I agree with all his choices or anything, but a class skill doesn't seem that worth nitpicking.
As for what functions they perform.... please. Since the causes are so wide and varied, and since the rules for creating new causes is a part of the class, trying to equate them to paladins or clerics is simply weak. Furthermore, with the text write up as given, they serve multitudes of functions and causes beyond that having anything to do with religion or churches.
This disagreement goes back in part I think to you nerfing the class down to making them a loner class (losing the heartening cry, reducing the 50% critical reduction ability granted to allies, etc). You are trying to shoehorn them into a role defined by another class rather then seeing them for what they are and can be.
Valiantheart said:
Your are supporting your argument with a class that is non-core. This champion class is intended for use with a D&D world. No D&D core class with the Heavy Armor proficiency has the spot skill so I did not give it to the Champion either.
And we are arguing about converting a non-core class to core. YOu still didn't answer the question: if you brought over akashics would you limite them so arbitraily? Oh, you have Heavy Armor Prof, so you can't take X, Y, and Z?
Valiantheart said:
That is true but I decided to make my champions cast like clerics. Spell-like or spell, it doesnt really matter. They both are interruptable and the key ability score is only flavor.
That's fine. Unneccesary in my opinion, but no big deal either way.
Valiantheart said:
That may be your opinion but many people think AU classes are much more powerful than the standard D&D classes. I reduced the Champions 'rages' but allowed him to use them and their call weapon/shield more times per day than they could before. And I think the four or five times I have said that this Champion is a potential Paladin replacement should be proof of my intentions with the class.
Logical fallacy, appealing to outside support. It doesn't validate your opinion any more or less then mine.
When I got the book, I thought the same thing, specifically about the casting classes. Having now played many different classes from AU at many different levels, I have found that many are much weaker then their core equivalents (specifically the casters).
As it is, with their 'rage' being an enhancement bonus (topping out with you at +6 at high level) by the time they can do it, they should already have access to items that grant them said bonus if not better. At least as written the +8 enhancement bonus as the top end is 2 better then the item that the high level Champion undoubtedly possesses already. Since you see the Champion as lumbering fighter types, we must assume that they will have +6 X of Strength and probably Charisma as well, at top end. So now they have an ability that grants them DR and Fast Healing, basically, and that's about all. Not to say the DR isn't worthwhile, but you have made their top end power the equivalent of having the party wizard cast Stoneskin and a Druid hit them with X Regeneration spell.
Wheeeee.....
We are coming at this disagreement in two different directions. You didn't originally post this as: A better Core Champion that will replace the Paladin. I would have understood your viewpoint from the beginning. Disagreed with needing to make such a shoehorning change, but understood the limited role you wanted the class to perform. I am coming at it from the standpoint of the class as it was intended, a not-necessarily-religious figure that fights for a cause.
Regardless, my opinion still stands: with the bonuses being enhancement, and the benefits being reduced in numerical value, the class is too weak.