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List of Potential New Martial Practices
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<blockquote data-quote="Garthanos" data-source="post: 7302156" data-attributes="member: 82504"><p>Identical options/benefits in many cases to those in Rituals in 4e standard game... sometimes with no money cost ie they have risk cost because you are down a surge. And as for the entry cost the same can be said for why do I need to spend a feat to be able to spend money to perform those Rituals? when they also have a money cost? or as you put it the DMG2 also mention spending money to gain a success as part of a skill challenge why do we need to spend a feat to learn rituals then?</p><p></p><p>D&D puts feat costs on a lot of things which you would expect might just take time and opportunity like learning languages OR Why do I need a feat cost to reflavor my dagger as a martial artists knife hand strike was a question I myself considered while working on the techniques. (the benefits are similar to what the spell casting classes have in being less item dependent it's subtle) , The new armor types as martial techniques enable different attributes to be the basis of "light" armor class and you gain access to them as well. --> the feat I renamed Martial Artistry is with my additions a multi-purpose enabler. </p><p></p><p>Additionally these practices do not just do healing surge application.</p><p></p><p>Transcendental Meditation can allow in some sense wisdom (Insight/Healing) to be used in the place of what might be Con (*Endurance) for sleeping lightly and for shorter times, this could be made explicit by having more skill checks explicitly in the practices with the results improvable via HS expense or with special cases like in the version I am making the cost is only spent when becoming awake and functional at need instantly ie when you are interrupted... this in the standard ritual presentation operates much like the alarm ritual. (which I am also changing to only cost the expensive components if the alarm goes off), in other words sometimes you do not use the Healing Surge. I am trying to have my cake and eat it too with this both presenting non-magical rituals in the standard 4e terms and in the process enhancing them to be worth the cost. (not just blindly applying the mp cost a healing surge concept)</p><p></p><p>The 4th dimensional packing skill humorously named after my wifes packing skills, allows one to improve the party carrying capacity using Dex (thieving) or Wis (Dungeoneering) based skills. So yeh you personally spend money on superior equipment and some time so the rest of the party doesn't have to make endurance checks or be operating encumbered (just like the tensers disk).</p><p></p><p>Parkour (a real world martial practice from France) Skill is generally acrobatics based. The primary technique is examine area... then navigate difficult/dangerous terrains without impairment (if you are in a rush you may spend a healing surge to do this without taking the time to examine things properly). A secondary effect would be able to use acrobatics instead of athletics for climbing. //others watching you navigate the terrain might gain benefits to overcome the problem as well making it worth doing in a group scenario. </p><p></p><p>As for guidelines and maybe even not having Martial Practices - I actually considered making generalized rules about how to spend healing surges on long term skill use; This would take the place of very many Martial Practices for example one for steady performance.(take 10 when you normally couldn't). Rushed performance is another example (Significantly reduce the time in long term performance / removing rest stops as well as accelerating )</p></blockquote><p></p>
[QUOTE="Garthanos, post: 7302156, member: 82504"] Identical options/benefits in many cases to those in Rituals in 4e standard game... sometimes with no money cost ie they have risk cost because you are down a surge. And as for the entry cost the same can be said for why do I need to spend a feat to be able to spend money to perform those Rituals? when they also have a money cost? or as you put it the DMG2 also mention spending money to gain a success as part of a skill challenge why do we need to spend a feat to learn rituals then? D&D puts feat costs on a lot of things which you would expect might just take time and opportunity like learning languages OR Why do I need a feat cost to reflavor my dagger as a martial artists knife hand strike was a question I myself considered while working on the techniques. (the benefits are similar to what the spell casting classes have in being less item dependent it's subtle) , The new armor types as martial techniques enable different attributes to be the basis of "light" armor class and you gain access to them as well. --> the feat I renamed Martial Artistry is with my additions a multi-purpose enabler. Additionally these practices do not just do healing surge application. Transcendental Meditation can allow in some sense wisdom (Insight/Healing) to be used in the place of what might be Con (*Endurance) for sleeping lightly and for shorter times, this could be made explicit by having more skill checks explicitly in the practices with the results improvable via HS expense or with special cases like in the version I am making the cost is only spent when becoming awake and functional at need instantly ie when you are interrupted... this in the standard ritual presentation operates much like the alarm ritual. (which I am also changing to only cost the expensive components if the alarm goes off), in other words sometimes you do not use the Healing Surge. I am trying to have my cake and eat it too with this both presenting non-magical rituals in the standard 4e terms and in the process enhancing them to be worth the cost. (not just blindly applying the mp cost a healing surge concept) The 4th dimensional packing skill humorously named after my wifes packing skills, allows one to improve the party carrying capacity using Dex (thieving) or Wis (Dungeoneering) based skills. So yeh you personally spend money on superior equipment and some time so the rest of the party doesn't have to make endurance checks or be operating encumbered (just like the tensers disk). Parkour (a real world martial practice from France) Skill is generally acrobatics based. The primary technique is examine area... then navigate difficult/dangerous terrains without impairment (if you are in a rush you may spend a healing surge to do this without taking the time to examine things properly). A secondary effect would be able to use acrobatics instead of athletics for climbing. //others watching you navigate the terrain might gain benefits to overcome the problem as well making it worth doing in a group scenario. As for guidelines and maybe even not having Martial Practices - I actually considered making generalized rules about how to spend healing surges on long term skill use; This would take the place of very many Martial Practices for example one for steady performance.(take 10 when you normally couldn't). Rushed performance is another example (Significantly reduce the time in long term performance / removing rest stops as well as accelerating ) [/QUOTE]
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