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December Package is here, it was about time!!
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<blockquote data-quote="mlund" data-source="post: 6062568" data-attributes="member: 50304"><p>I see a lot I like initially:</p><p></p><p>- <strong>Skill Die:</strong> I like this mechanic generally, and I like Rogue's skill tricks specifically - though I think some of them don't scale well at higher levels (like Gilded Tongue). I do like seeing the mechanics to shake Disadvantage.</p><p>- <strong>Martial Damage Bonus: </strong>Even thought it is one more modifier to keep track of it only changes after 4 or 5 levels at a time. It's excellent because it provides utility to multi-attack maneuvers like Whirlwind Attack and Volley.</p><p>- <strong>Two-Weapon Fighting: </strong>It probably needs more proof-reading work, but it's definitely viable now, at least as a Specialty.</p><p>- <strong>Maneuvers: </strong>Volley and Whirlwind Attack now give incentive to use more damaging weapons. Shove, Trip, and Disarm scale very well with expending extra dice. Again, I like the opportunities to shake Disadvantage.</p><p>- <strong>Flatter To-Hit: </strong>Starting from the lower scale (+0/+1) appeals to me.</p><p>- <strong>Channel Divinity: </strong>Solid</p><p>- <strong>Deities: </strong>Generally nicely put together, though I'd prefer to package them as domains instead of dieties</p><p>- <strong>Cantrips: </strong>Bringing these back to at-will functionality was necessary</p><p>- <strong>High-level Spell: </strong>1-per-spell-level seems like just the right placement for such earth-shattered, plot-device-level powers.</p><p></p><p>Things that still need work:</p><p>- <strong>Maneuvers: </strong>Abilities restricted by character size need to go. If we're using size-scaling it should be based on the target absolutely: Category 1 = Medium Sized or Smaller, Category 2 = Larger, Category 3 = Huge. I'd like to see scaling at High Level Play (11+) where you can topple a Category 3 creature if you try hard enough. Glancing Blow still seems worded like they expect Expertise Dice scaling past the d6.</p><p>- <strong>Parry: </strong>Monsters aren't going to attack Fighters. Fighters are hard to hit, have a damage-soak roll, and aren't the least bit sticky. The Teflon Tank is in full effect. Give the Fighter an option to make it a <strong>worse </strong>decision to attack the Fighter's team-mates.</p><p>- <strong>Skills: </strong>Still the same terrible 3.X skill list that needs to die in a fire. I like see Persuade brought in, even if it is just an analog to Diplomacy. I want to see skill-related traits instead of skills, that describe circumstances you could use the Skill Die to assist with and can freely overlap instead of these terrible narrow silos like "Use Rope." I want to see "Persuasive," "Shrewd," and "Forceful" all side-by-side - each one giving you help in situations where you might want to threaten someone (Intimidate) but completely distinct in other places of application: Shrewd helps you ferret out lies; Persuasive helps you lie; Forceful helps you lift, push, and throw things etc.</p></blockquote><p></p>
[QUOTE="mlund, post: 6062568, member: 50304"] I see a lot I like initially: - [B]Skill Die:[/B] I like this mechanic generally, and I like Rogue's skill tricks specifically - though I think some of them don't scale well at higher levels (like Gilded Tongue). I do like seeing the mechanics to shake Disadvantage. - [B]Martial Damage Bonus: [/B]Even thought it is one more modifier to keep track of it only changes after 4 or 5 levels at a time. It's excellent because it provides utility to multi-attack maneuvers like Whirlwind Attack and Volley. - [B]Two-Weapon Fighting: [/B]It probably needs more proof-reading work, but it's definitely viable now, at least as a Specialty. - [B]Maneuvers: [/B]Volley and Whirlwind Attack now give incentive to use more damaging weapons. Shove, Trip, and Disarm scale very well with expending extra dice. Again, I like the opportunities to shake Disadvantage. - [B]Flatter To-Hit: [/B]Starting from the lower scale (+0/+1) appeals to me. - [B]Channel Divinity: [/B]Solid - [B]Deities: [/B]Generally nicely put together, though I'd prefer to package them as domains instead of dieties - [B]Cantrips: [/B]Bringing these back to at-will functionality was necessary - [B]High-level Spell: [/B]1-per-spell-level seems like just the right placement for such earth-shattered, plot-device-level powers. Things that still need work: - [B]Maneuvers: [/B]Abilities restricted by character size need to go. If we're using size-scaling it should be based on the target absolutely: Category 1 = Medium Sized or Smaller, Category 2 = Larger, Category 3 = Huge. I'd like to see scaling at High Level Play (11+) where you can topple a Category 3 creature if you try hard enough. Glancing Blow still seems worded like they expect Expertise Dice scaling past the d6. - [B]Parry: [/B]Monsters aren't going to attack Fighters. Fighters are hard to hit, have a damage-soak roll, and aren't the least bit sticky. The Teflon Tank is in full effect. Give the Fighter an option to make it a [B]worse [/B]decision to attack the Fighter's team-mates. - [B]Skills: [/B]Still the same terrible 3.X skill list that needs to die in a fire. I like see Persuade brought in, even if it is just an analog to Diplomacy. I want to see skill-related traits instead of skills, that describe circumstances you could use the Skill Die to assist with and can freely overlap instead of these terrible narrow silos like "Use Rope." I want to see "Persuasive," "Shrewd," and "Forceful" all side-by-side - each one giving you help in situations where you might want to threaten someone (Intimidate) but completely distinct in other places of application: Shrewd helps you ferret out lies; Persuasive helps you lie; Forceful helps you lift, push, and throw things etc. [/QUOTE]
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