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*Pathfinder & Starfinder
Grim 'n Gritty (system) games and Classes with AC Bonuses
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<blockquote data-quote="Inari" data-source="post: 1226181" data-attributes="member: 14554"><p>Well, I admit I'm not really one to create PrC's myself, but we do intend on using the ones presented in the Rokugan sourcebook, along with "way of the samurai." The players are still only on lvl 6, so they're still a bit too level to go taking prestige classes, although I've got them all interested in the prestige classes presented in the official splatbooks (that I'll gladly allow in my game, as they are most of them colourful and inspiring).</p><p></p><p>But personally, GnG has made my DMing a whole lot easier <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>For instance, I like keeping my players on their toes, meaning that before that, I had to put them against hordes of enemies in combats, meaning they were often outnumbered 5:1, which I think is just unlogical, and absurd. Now, I can easily get of with 3:2 odds, having the enemies 1-3 levels lower (assuming they are human). Last session, I put them up against mountain bakemono, which are more vicious and <em>evil</em> goblins (the art for them is marvelous), and their regeneration abilities meant that the players couldn't kill them, and had to run away with their lives, leaving behind their honor. It was funny looking at the face of the fighter when he saw how ineffective his greataxe was.</p><p></p><p>And magic has become what players really REALLY awe. I use the idea of 1/2 dice bonuses (so if you would've had 1d8 per level, it was 1d8 per two levels). That still meant that when they faced a certain 6th level tatooed monk who had the <u>wonderful</u> dragon tatoo, and started spewing fire on them, he was still causing 3d8 damage, with a reflex save as high as 19 (meaning only the unfettered made it, and it was just barely (and saved only for 1/2 damage)). But now, whenever they see one of the holy shugenja, they bow with well earned respect. Damn they'll hate me, as I'll be implicating a arcane spellcaster as one of the major NPCs :þ Whether he'll be friend or foe is up to them really (and how evil I'll be fealing at the moment).</p><p></p><p>But, on the other hand, I also had to change how the skill "iaijutsu focus" worked. Normally, it's a skill you can use against flat footed opponents (not flanked) or immobile objects, to cause great damage as you put your entire spirit into that one single focused strike. So if you got 10-14 on the roll, you got +1d6 damage, if you got 15-19 it was +2d6, 20-24 +3d6, and so on. The problem was that allowing it as it was in GnG was madness, as it meant that TOO much damage would be caused. So I did what GnG did with sneak attack, but instead of confering a +x to attack bonus, I added it to damage. True, it meant that the damage potential, and chance to do a critical hit was increased often by quite a bit, but all in all it prooved to be less of a damage output than with the normal iaijutsu focus skill as it was.</p></blockquote><p></p>
[QUOTE="Inari, post: 1226181, member: 14554"] Well, I admit I'm not really one to create PrC's myself, but we do intend on using the ones presented in the Rokugan sourcebook, along with "way of the samurai." The players are still only on lvl 6, so they're still a bit too level to go taking prestige classes, although I've got them all interested in the prestige classes presented in the official splatbooks (that I'll gladly allow in my game, as they are most of them colourful and inspiring). But personally, GnG has made my DMing a whole lot easier :) For instance, I like keeping my players on their toes, meaning that before that, I had to put them against hordes of enemies in combats, meaning they were often outnumbered 5:1, which I think is just unlogical, and absurd. Now, I can easily get of with 3:2 odds, having the enemies 1-3 levels lower (assuming they are human). Last session, I put them up against mountain bakemono, which are more vicious and [I]evil[/I] goblins (the art for them is marvelous), and their regeneration abilities meant that the players couldn't kill them, and had to run away with their lives, leaving behind their honor. It was funny looking at the face of the fighter when he saw how ineffective his greataxe was. And magic has become what players really REALLY awe. I use the idea of 1/2 dice bonuses (so if you would've had 1d8 per level, it was 1d8 per two levels). That still meant that when they faced a certain 6th level tatooed monk who had the [U]wonderful[/U] dragon tatoo, and started spewing fire on them, he was still causing 3d8 damage, with a reflex save as high as 19 (meaning only the unfettered made it, and it was just barely (and saved only for 1/2 damage)). But now, whenever they see one of the holy shugenja, they bow with well earned respect. Damn they'll hate me, as I'll be implicating a arcane spellcaster as one of the major NPCs :þ Whether he'll be friend or foe is up to them really (and how evil I'll be fealing at the moment). But, on the other hand, I also had to change how the skill "iaijutsu focus" worked. Normally, it's a skill you can use against flat footed opponents (not flanked) or immobile objects, to cause great damage as you put your entire spirit into that one single focused strike. So if you got 10-14 on the roll, you got +1d6 damage, if you got 15-19 it was +2d6, 20-24 +3d6, and so on. The problem was that allowing it as it was in GnG was madness, as it meant that TOO much damage would be caused. So I did what GnG did with sneak attack, but instead of confering a +x to attack bonus, I added it to damage. True, it meant that the damage potential, and chance to do a critical hit was increased often by quite a bit, but all in all it prooved to be less of a damage output than with the normal iaijutsu focus skill as it was. [/QUOTE]
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