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General Tabletop Discussion
*Pathfinder & Starfinder
House rules for a "ninja" game
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<blockquote data-quote="Andor" data-source="post: 4173398" data-attributes="member: 1879"><p>True, but if I'm using armour as DR and damage conversion the armour is both taking away 4 points of damage and turns some of it into subdual damage which goes away quickly after the fight. It also makes magical healing more effective.</p><p></p><p></p><p></p><p>True, but that's pretty much always the case anyway. And by design the characters will tend to have that sneak attack damage due to the gestalt options. Part of the feel I'm shooting for is that most fights are fast moving glass cannon on glass cannon combat where surprise and initiative are deciding factors. When the PC run into heavily armoured guys who can dish it out and take they should be suitably impressed. </p><p></p><p></p><p></p><p>Well, cleric and druid are off the table so that's not a worry. Each clan will have one or two options for the fixed class and another list for the choosable class. At first level anyway. After the game starts if they can find training, I won't stop them from shifting into another class. So the clan that give the Sword Sage as a fixed class will have a different list of secondary class options than one that gives Soul Knife or Spell thief.</p><p></p><p>Also I'm coming to the idea that magic items are pretty damm rare, potions and similar trinkets aside. Instead of craft feats I'll offer the item familiar rules which means almost every existing magic item will be a unique heirloom. </p><p></p><p>You know, it's probably going to take me months to write all this up...</p></blockquote><p></p>
[QUOTE="Andor, post: 4173398, member: 1879"] True, but if I'm using armour as DR and damage conversion the armour is both taking away 4 points of damage and turns some of it into subdual damage which goes away quickly after the fight. It also makes magical healing more effective. True, but that's pretty much always the case anyway. And by design the characters will tend to have that sneak attack damage due to the gestalt options. Part of the feel I'm shooting for is that most fights are fast moving glass cannon on glass cannon combat where surprise and initiative are deciding factors. When the PC run into heavily armoured guys who can dish it out and take they should be suitably impressed. Well, cleric and druid are off the table so that's not a worry. Each clan will have one or two options for the fixed class and another list for the choosable class. At first level anyway. After the game starts if they can find training, I won't stop them from shifting into another class. So the clan that give the Sword Sage as a fixed class will have a different list of secondary class options than one that gives Soul Knife or Spell thief. Also I'm coming to the idea that magic items are pretty damm rare, potions and similar trinkets aside. Instead of craft feats I'll offer the item familiar rules which means almost every existing magic item will be a unique heirloom. You know, it's probably going to take me months to write all this up... [/QUOTE]
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