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Moggose: The Quintessential Figher
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<blockquote data-quote="Kweezil" data-source="post: 44130" data-attributes="member: 681"><p><strong>My 2 cp</strong></p><p></p><p></p><p>IMHO, if properly implemented by the DM, no.</p><p></p><p>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)</p><p></p><p>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.)</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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)</p></blockquote><p></p>
[QUOTE="Kweezil, post: 44130, member: 681"] [b]My 2 cp[/b] 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) [/QUOTE]
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