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General Tabletop Discussion
*Dungeons & Dragons
Musketeer Paragon Class (PEACH)
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<blockquote data-quote="Craith" data-source="post: 4538336" data-attributes="member: 62329"><p>Nicely written, a few comments:</p><p></p><p>Musketry (11th AP-feature) does exactly nothing ... since loading is a standard action, and you already get one of those from the AP - either reduce it to the rerolling part, or swap it with Crack Shot. Crack Shot adds +3 to AP attacks, Musketry reduces reload to move action.</p><p></p><p>Armor Piercing is way to strong. This makes a Musket the equivalent of a +5/1d10 High Crit Weapon against enemies wearing armor (all NPCs). Or only against PCs (since NPCs don't explicitely have an armor bonus to AC any more). Reduce that to a -1 or replace it with "reduces resist values against attacks delivered with a musket by 5 - there is only few monsters with resist weapon, but this would also apply to magic weapons, which might do lightning damage ...</p><p></p><p>3rd comment: Agonizing Wound has unclear wording. Either write the duration of the weakened effect to the Hit or add the Weakened condition to the Effect and remove it from the Hit. The second alternative sounds unlikely, since how does it hinder you, if it didnt hurt you. I would suggest </p><p>Hit: 4[W] + Str damage (melee) or 4[W] + Dex damage (ranged). The target is weakened until the end of your next turn.</p><p>Miss: half damage and target is not weakened.</p></blockquote><p></p>
[QUOTE="Craith, post: 4538336, member: 62329"] Nicely written, a few comments: Musketry (11th AP-feature) does exactly nothing ... since loading is a standard action, and you already get one of those from the AP - either reduce it to the rerolling part, or swap it with Crack Shot. Crack Shot adds +3 to AP attacks, Musketry reduces reload to move action. Armor Piercing is way to strong. This makes a Musket the equivalent of a +5/1d10 High Crit Weapon against enemies wearing armor (all NPCs). Or only against PCs (since NPCs don't explicitely have an armor bonus to AC any more). Reduce that to a -1 or replace it with "reduces resist values against attacks delivered with a musket by 5 - there is only few monsters with resist weapon, but this would also apply to magic weapons, which might do lightning damage ... 3rd comment: Agonizing Wound has unclear wording. Either write the duration of the weakened effect to the Hit or add the Weakened condition to the Effect and remove it from the Hit. The second alternative sounds unlikely, since how does it hinder you, if it didnt hurt you. I would suggest Hit: 4[W] + Str damage (melee) or 4[W] + Dex damage (ranged). The target is weakened until the end of your next turn. Miss: half damage and target is not weakened. [/QUOTE]
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