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<blockquote data-quote="Elemental" data-source="post: 2404146" data-attributes="member: 7931"><p><em>Silence</em> doesn't actually nullify sound. Being an illusion, sound in the area is still produced, it just can't be heard. As such, spells with verbal components can be used with the 20% failure chance for a deafened caster. (because I really don't like Silence being Antimagic Lite, or a silenced pebble thrown at the feet of a caster as a readied action being able to thwart the mightiest mages in the land)</p><p></p><p>Action points (ECS) can be used when you take damage that would reduce you to -1 or lower. Spend two and the blow knocks you to -0 unless the player and GM cannot think of any possible way the character could survive. You can only use this once per session. (so as not to kill a character with a greataxe crit in round 1--but if they hang around after the first close call in a fight, they're taking their life in their hands)</p><p></p><p>Instant death effects knock the character to negative 1d6 hit points. (because losing a character to a badly timed 1 is just irritating)</p><p></p><p>Cross-class skills cost 1/level, but the threshold remains the same.</p><p></p><p>Rising from prone provokes an AoO if done as a move action, but not if done as a standard action. (to get rid of cheap "one character trips, then everyone huddles round for the AoO's" tactics)</p><p></p><p>As per UA, level adjustment can be bought off for a relatively small XP expenditure at certain levels.</p><p></p><p><em>Wind Wall</em> and <em>Stormrage</em> impose a penalty of -1 per 2 caster levels to ranged attacks, rather than stopping them cold. (Ever had an epic level Psychic Warrior archer rendered utterly useless by a level 2 spell? I have, and it wasn't fun.)</p></blockquote><p></p>
[QUOTE="Elemental, post: 2404146, member: 7931"] [I]Silence[/I] doesn't actually nullify sound. Being an illusion, sound in the area is still produced, it just can't be heard. As such, spells with verbal components can be used with the 20% failure chance for a deafened caster. (because I really don't like Silence being Antimagic Lite, or a silenced pebble thrown at the feet of a caster as a readied action being able to thwart the mightiest mages in the land) Action points (ECS) can be used when you take damage that would reduce you to -1 or lower. Spend two and the blow knocks you to -0 unless the player and GM cannot think of any possible way the character could survive. You can only use this once per session. (so as not to kill a character with a greataxe crit in round 1--but if they hang around after the first close call in a fight, they're taking their life in their hands) Instant death effects knock the character to negative 1d6 hit points. (because losing a character to a badly timed 1 is just irritating) Cross-class skills cost 1/level, but the threshold remains the same. Rising from prone provokes an AoO if done as a move action, but not if done as a standard action. (to get rid of cheap "one character trips, then everyone huddles round for the AoO's" tactics) As per UA, level adjustment can be bought off for a relatively small XP expenditure at certain levels. [I]Wind Wall[/I] and [I]Stormrage[/I] impose a penalty of -1 per 2 caster levels to ranged attacks, rather than stopping them cold. (Ever had an epic level Psychic Warrior archer rendered utterly useless by a level 2 spell? I have, and it wasn't fun.) [/QUOTE]
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