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<blockquote data-quote="roguerouge" data-source="post: 4182753" data-attributes="member: 13855"><p>I'm still formulating opinions, although one of the major concerns I STILL have is with whether this is still backwards compatible with all of the modules that I own. That was supposed to be the selling point, as I recall.</p><p></p><p>Aside from that issue:</p><p></p><p>I don't really see how the rage flavor supports getting low-light vision or darkvision. </p><p></p><p>I love this ranks system, where you simply pick the skills you want, and if they're not class skills, you don't get the +3. A nice balance between avoiding prep nightmares and my preference for customization. The one thing that I might suggest is a cap on the number of non-class skills. Right now, there's an incentive to have at least one rank in each of your class's skills just to get the +3 rather than the untrained roll.</p><p></p><p>Removing track's a great idea: so many modules flounder because they want the party to track. So they have to put in redundancies in the likelihood that no one chose ranger or bend the rules by saying that a search roll will do virtually the same thing as the survival tracking check.</p><p></p><p>I'd rather have the spell casters get more low-level abilities and domain powers than ones that scale as they grow. There's no problem with the power level of the high level wizard or cleric, except perhaps being over-shadowed by them. Giving these casters more low-level powers, however, gives them something to do when they run out of spell or while they're managing their resources. I say that you should get to use the low-level domain and arcane powers MORE as you improve rather than get HIGHER level ones limited in use.</p></blockquote><p></p>
[QUOTE="roguerouge, post: 4182753, member: 13855"] I'm still formulating opinions, although one of the major concerns I STILL have is with whether this is still backwards compatible with all of the modules that I own. That was supposed to be the selling point, as I recall. Aside from that issue: I don't really see how the rage flavor supports getting low-light vision or darkvision. I love this ranks system, where you simply pick the skills you want, and if they're not class skills, you don't get the +3. A nice balance between avoiding prep nightmares and my preference for customization. The one thing that I might suggest is a cap on the number of non-class skills. Right now, there's an incentive to have at least one rank in each of your class's skills just to get the +3 rather than the untrained roll. Removing track's a great idea: so many modules flounder because they want the party to track. So they have to put in redundancies in the likelihood that no one chose ranger or bend the rules by saying that a search roll will do virtually the same thing as the survival tracking check. I'd rather have the spell casters get more low-level abilities and domain powers than ones that scale as they grow. There's no problem with the power level of the high level wizard or cleric, except perhaps being over-shadowed by them. Giving these casters more low-level powers, however, gives them something to do when they run out of spell or while they're managing their resources. I say that you should get to use the low-level domain and arcane powers MORE as you improve rather than get HIGHER level ones limited in use. [/QUOTE]
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