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D20 Future Q&A With Rodney "Moridin" Thompson and JD Wiker!!
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 1703818" data-attributes="member: 1165"><p>Well, I'll have to disagree with you a bit here. Armor does take feats - indeed, the Modern designers ensured that if you don't have the feat you will not get the entire Defense bonus (in addition to hosing your attack rolls), and there's no point of taking firearms without at least taking Personal Firearms Proficiency.</p><p></p><p>IMC I will probably make the standard ability to use cybergear take a feat*, with Cybertaker letting you expand the limit, so to speak. It's not a huge change, IMO, but it does ensure something other than Wealth is being used as a balance tool.</p><p></p><p>* I like the way the drawbacks work for the cybergear; since anyone with cybergear is vulnerable to electricity, there's not too much metagaming required on the part of the players or GM to attack this vulnerability. Then again, there is a piece of cybergear that removes this penalty entirely, and the malfunctioning cybergear won't be coming up too often. So, a feat.</p><p></p><p>Oh yeah, and I can't see how glowing skin should, for balance reasons, take up a cyberslot, so I'm changing that too <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 1703818, member: 1165"] Well, I'll have to disagree with you a bit here. Armor does take feats - indeed, the Modern designers ensured that if you don't have the feat you will not get the entire Defense bonus (in addition to hosing your attack rolls), and there's no point of taking firearms without at least taking Personal Firearms Proficiency. IMC I will probably make the standard ability to use cybergear take a feat*, with Cybertaker letting you expand the limit, so to speak. It's not a huge change, IMO, but it does ensure something other than Wealth is being used as a balance tool. * I like the way the drawbacks work for the cybergear; since anyone with cybergear is vulnerable to electricity, there's not too much metagaming required on the part of the players or GM to attack this vulnerability. Then again, there is a piece of cybergear that removes this penalty entirely, and the malfunctioning cybergear won't be coming up too often. So, a feat. Oh yeah, and I can't see how glowing skin should, for balance reasons, take up a cyberslot, so I'm changing that too ;) [/QUOTE]
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