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Moggose: The Quintessential Figher

First, I don't think the game was designed for 25 point play. It's what they suggest and it's how they write up NPCs in the DMG. They needed some sort of average base numbers and that was it. the PHB talks about rolling 4d6 and taking the best 3. That also seems to be the most common version people use. Also, if the prerequites are a little tough for people to achieve, this is also a good thing. The game is about hard choices, what fgeat, where do I put that attribute bonus. If you want to use these styles, then you have to make hard choices and do things you might not normally do.

By his agruement we should put a cap on Wisdom for Barbarians again. A CDG as a move equivelent action is a thing of finesse, not brutal strength. Wisdom is understanding how to do that. I think that's the rationale. But, if one wants to make each based off of different scores, that would be really easy to do. Probalby take about 30 minutes at the most. They choose to do it differently, I'm not sure calling them lazy is the proper thing to do.

These aren't things that are for every fighter. Just like the Martial art paths in OA are for every Monk.
 

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You don't understand my meaning. The way they have it set it works. Using Wisdom is a perfectly fine way to decide how far you can progress in a Fighting Style.

However, because it is so easy to change, I think that if Mongoose thought that having each fighting style depend on a different attribute they would have done so.

I'm not saying, Mongoose messed up but that's okay because the DM can change it.
 

love it

I think it os one of the best books to come out.
Copncepts: - Great idea. Just the idea is great. Add something to the character and give you a mechanic to work from. Can't wait to make some myself.
Classes: - Not bad. Not great, but better than some of the specialized ones I have seen. These seem to be a bit more general.
Feats: - Nothing major, but some good ideas. A bit of a mix, and all are relevant to fighting.
Tools: - Some great stuff here. Can never have too many weapons or armor. Great way to spend money (or and the bit on crafting is pretty good to.)
Styles: - GREAT idea. I have always wanted a way to have a fighter have some type of formal training. A way people would be able to know what kind of fighter he is by looking at the way he fights. For some reason I found the martial arts styles in OA kind of lack luster, and neve thought of doing it that way. I had thought about special feats, but then anyone would be hard pressed to get them or be way too specialized. Now, this is perfect. I don;t think they are overly powerful, and can't wait till I make up some of my own.
I could keep going on, but I'll stop. The book gave me some great things to work with, and tons of idea to make my own. Just what I want from a guide like this. Any one accusing mongoose of being lazy or sloppy because THEY don't want to use it the way it is, and are too lazy themselves to change it should leave the DMing to the real role-players and go play a video game. IF you dont like it. Say I don't like it, and give your reason. Insulting a company or designer because or the way they like to do things (ie wis) is a real lame immature way to act.
 

Crothian said:

The call shot rules seem intersesting, but I'll have to try it out. I like the duels and the jousting stuff. I didn't even read over the mass combat because that's not for me in general.


Called shot rules?

Can you give me an example of how they work?
 

trancejeremy said:
If Necromancer has First Edition Feel, then Mongoose has the feel of TSR when they were at their height of putting out crappy products (mid 90s)

Funny, I have fond memories of many mid-nineties D&D products. The later complete guides, the Skills and Powers system, High-Level Campaigns, Spells and Magic, The Night Below, Tale of the Comet, Dragon Mountain...

But then again, that's when I started playing, so it's probably the same nostalgia factor that people who started in the 70's and 80's have for 1st edition stuff. Funny, that.
 


My 2 cp

kenjib said:
Does this book have a big power inflation factor?
IMHO, if properly implemented by the DM, no.

Apologies, I'm now going to hijack your question to say what I think about the book, and other people's criticisms. (the following is all my opinion, please take with a pinch of salt)

While the character concepts probably looked like a good idea on paper, they seem like hold-overs from 2E kits. Too many give bonuses without appropriate penalties (for example +4 to Intimidation and -4 to Diplomacy for a big bruiser type. It is a penalty, just not one that will have any appreciable effect.)

The called shots work well and in a way I've never seen before in a game. They're more like critical hits from GURPS or 2E Player's Options: Combat & Tactics.

The Fighting styles seem like a logical extension of the combat styles from OA. The Wisdom requirement is a good way of limiting the bonuses to characters with the drive, the will the dedication and the intuitive skill to hone themselves. However, the requirement is too high. Wisdom of 10 + Ability Level (like spellcasters) rather than Wisdom bonus equal to the Ability level limits the most powerful abilities to characters who are willing to focus themselves, without requiring a clerically-high Wis AND magic bonuses. Heck, this way a normal person (Wis 10) with enough dedication (20 levels/5 Wis adds) could become a weapon master.

The OMCS needs a little eyeballing by the DM regarding spells, though I rather like the mental image as the rules currently stand with fireballs and lightning bolts blasting grat holes out of the enemy ranks. However, it does need some tweaking regarding the size of Hit Dice and their effects on Unit Hit Points (base for d8s, +/- 10% for each size change seems to work)
 

drowdude said:



Called shot rules?

Can you give me an example of how they work?

First you have to score a threat. Before you roll to confirm the critical, you can decide to instead target a specific body part. There are BAB prerequiste to targetr certain areas. If you succeed on the confirm roll, you do no extra damage but the called shot is made. Then depending on what you decided to try to hit, determines the effect.
 

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