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Goblin Picador
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<blockquote data-quote="robertliguori" data-source="post: 4103876" data-attributes="member: 47776"><p>It's funny. Exhaustive, well-balanced, shared mechanics are the single best way to get "Yes you can." IMHO.</p><p></p><p>You want to rip the harpoon out of you? OK, you have rules for that. Specifically, you make the movement limitation contingent on not ripping the harpoon out of you; you're moving with the picador because you don't want to take the additional 2d6 damage.</p><p></p><p>You want to snap off the shaft? OK. The harpoon has stats. That includes hardness and HP.</p><p></p><p>You want to target the rope and leave the harpoon in you? Rope has stats, as well.</p><p></p><p>You want to rip it out of you and use it against the goblin? OK. You lack Exotic Weapon Proficiency (Harpoon), so that's a -4 on your attack roll. You want to use the harpoon to its full potential? That's another feat. Here they are.</p><p></p><p>The goblin? He's a goblin Ftr2, with his two fighter bonus feats going towards EWP(Harpoon) and Harpoon Tactics. He's a low-level badass with the bulk of his badassness devoted towards harpooning. If you devote a similar amount of badassness, you can do similar.</p><p></p><p>You want to keep the goblin around with you? OK, he's an ECL0 creature. Since there is a unified creature mechanic, he works just fine.</p><p></p><p>You died and want to take over play from the perspective of the goblin picador that you captured from way back when? OK, you can do that. Here's your character sheet.</p><p></p><p></p><p>Now, you can improvise any one of those, or even any of them. And if you are good at improvisation, then what you pull off will be consistent and balanced. However, the reason we have rules in the first place is generally to avoid the need to adjudicate something on the fly. This sort of thing is why I think that the 3.5E style of rules is worth doing.</p></blockquote><p></p>
[QUOTE="robertliguori, post: 4103876, member: 47776"] It's funny. Exhaustive, well-balanced, shared mechanics are the single best way to get "Yes you can." IMHO. You want to rip the harpoon out of you? OK, you have rules for that. Specifically, you make the movement limitation contingent on not ripping the harpoon out of you; you're moving with the picador because you don't want to take the additional 2d6 damage. You want to snap off the shaft? OK. The harpoon has stats. That includes hardness and HP. You want to target the rope and leave the harpoon in you? Rope has stats, as well. You want to rip it out of you and use it against the goblin? OK. You lack Exotic Weapon Proficiency (Harpoon), so that's a -4 on your attack roll. You want to use the harpoon to its full potential? That's another feat. Here they are. The goblin? He's a goblin Ftr2, with his two fighter bonus feats going towards EWP(Harpoon) and Harpoon Tactics. He's a low-level badass with the bulk of his badassness devoted towards harpooning. If you devote a similar amount of badassness, you can do similar. You want to keep the goblin around with you? OK, he's an ECL0 creature. Since there is a unified creature mechanic, he works just fine. You died and want to take over play from the perspective of the goblin picador that you captured from way back when? OK, you can do that. Here's your character sheet. Now, you can improvise any one of those, or even any of them. And if you are good at improvisation, then what you pull off will be consistent and balanced. However, the reason we have rules in the first place is generally to avoid the need to adjudicate something on the fly. This sort of thing is why I think that the 3.5E style of rules is worth doing. [/QUOTE]
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