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General Tabletop Discussion
*Dungeons & Dragons
need to know the balance of a trait.
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<blockquote data-quote="EzekielRaiden" data-source="post: 8347773" data-attributes="member: 6790260"><p>If the flight scales up rather than starting out at full potency, and you add some reasonable limits to the many-hands thing, you can make both traits pretty reasonably balanced. For example:</p><p></p><p><em>Flight</em>: You possess wings that can give you flight, but it takes a lot of training and practice to do so effectively. You can fly 15 feet, at which point you must land on solid ground or begin falling.</p><p></p><p><em>Extra Arms</em>: You are blessed with a second pair of arms. These arms are not as strong as your main arms, but can perform a variety of tasks while your main arms are occupied. You cannot benefit from holding a shield with them nor from attacking a weapon held in one of them, but you can perform gestures for spellcasting, draw or stow an item without dropping what you're holding in your main arms, or load a weapon with the loading property as a free action at the start of your turn.</p><p></p><p>Then make the expansions to these traits be half-feats, that improve the base trait to its full extent and give an appropriate +1 to a stat (e.g. I imagine the Sustained Flight feat should have +1 Dex and maybe +1 Str or +1 Con, while the Four-Arm Power feat should have +1 Str or +1 Con). Sustained Flight would let you fly overland indefinitely, and maybe carry a willing passenger or some other useful benefit, while Four-Arm Power would let you wield shields or weapons in your extra arms. Having to spend a feat to get full flight or greatsword+shield seems like a reasonably balanced combination, especially since feats are not always available and often saved for late in a character's career.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8347773, member: 6790260"] If the flight scales up rather than starting out at full potency, and you add some reasonable limits to the many-hands thing, you can make both traits pretty reasonably balanced. For example: [I]Flight[/I]: You possess wings that can give you flight, but it takes a lot of training and practice to do so effectively. You can fly 15 feet, at which point you must land on solid ground or begin falling. [I]Extra Arms[/I]: You are blessed with a second pair of arms. These arms are not as strong as your main arms, but can perform a variety of tasks while your main arms are occupied. You cannot benefit from holding a shield with them nor from attacking a weapon held in one of them, but you can perform gestures for spellcasting, draw or stow an item without dropping what you're holding in your main arms, or load a weapon with the loading property as a free action at the start of your turn. Then make the expansions to these traits be half-feats, that improve the base trait to its full extent and give an appropriate +1 to a stat (e.g. I imagine the Sustained Flight feat should have +1 Dex and maybe +1 Str or +1 Con, while the Four-Arm Power feat should have +1 Str or +1 Con). Sustained Flight would let you fly overland indefinitely, and maybe carry a willing passenger or some other useful benefit, while Four-Arm Power would let you wield shields or weapons in your extra arms. Having to spend a feat to get full flight or greatsword+shield seems like a reasonably balanced combination, especially since feats are not always available and often saved for late in a character's career. [/QUOTE]
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