Forbidden Kingdoms

hope that email is up and running

dave,
hope that email and all is up and running tomorrow, so you can have your illustration by origins........ just didnt want you to think i was slacking off since i couldnt email ya.............. til tomorrow then.........
 

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Re: Re: My Review of Forbidden Kingdoms

HyrumOWC said:
This will also be in the errata and works by being either cumulative (in the case of skills already chosen) or +1 in the case of a new Expertise.

I just got FK today, and that was one of the first things that confused me, and I see it is addressed in the errata.

Okay, how about this then. It sounds like you mean to say at first level, per the "jack of all trades" class abilities, the expert has no cross-class skills. Then what is the point of selecting class skills for the expert?


In order to get Technique, you need to gain a feat, Initiation into the Way, something easily limited by the GM. Again, I guess this is a style issue. Most of our playtesters love these rules, (and giving credit where credit is due, they're Ken Hood's rules) and had no problem with the martial arts system.

I said this over on RPGnet, and I'll say it here: no, it is not a style issue. It is a balance issue. One feat transforms skill ranks into virtual feats, which makes that on feat and skill a must have, as far as I can see it. You would have been much better off making the maneuvers class abilities for martial mystics (or somesuch).

I have never been a fan of Ken Hood's martial arts system; I have always felt it was too generous. When I saw you used the R&R ritual system (good move!) I flipped to the back to see what else you might have used. I winced when I saw the Ken Hood system.
 



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