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New Race for Review - Minotaur (civilized)
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<blockquote data-quote="Khaalis" data-source="post: 4384097" data-attributes="member: 2167"><p>Part of the entire point of the feat was to give a race who took fighter to have a small racial advantage. The fighter only has 6 powers that push (at levels 1, 13, 3 at 17, 19). A minotaur fighter would gain a small advantage over other race’s fighters in that they could gain a “Push 1” on more uses. However, so many people seem to think that it is too good. Thus here is the latest incarnation of the feat, greatly reducing its power. It keeps it to the flavor of the race’s preferred weapons and prevents the polearm combination.</p><p></p><p><strong>MIGHTY SWING</strong> [Minotaur]</p><p><strong>Prerequisites:</strong> Str 17, Minotaur (Heroic)</p><p><strong>Benefit:</strong> When you hit with an attack when using a greataxe, you can push the target 1 square in addition to any damage you deal.</p><p></p><p></p><p>This breaks one of the core design aspects of the combat round in that you can trade Down actions, but not Up, which is what you are granting (a move increased to a standard). The type of action you are describing here is better IMHO, as a power since it is effectively the same as the Cleave power, but you are giving a Power-like attack as a feat, which also breaks the basic rules of feats vs. powers.</p><p></p><p>With that said, I do like the new variation of Horn Slash. It effectively allows them to use “gore” as an off-hand style attack but fitting into the economy of action rules, simply granting a bonus to damage.</p><p></p><p></p><p>This was the only way to get the concept to work. The system does not take into account anywhere for different types of unarmed attacks. It is always assumed that the creature is making the best possible unarmed style of attack for the situation (it left to the player and DM to describe the action, whether it as a fist to the face, a round-house kick to the chest, a knee to the groin, a slashing claw or a gore). The system only cares that it’s an “unarmed” attack, not what appendage is being used.</p><p></p><p></p><p>It’s hard to tell what they assign as “proficiency” for natural attacks. I think it’s totally ambiguous when it comes to monsters. I don’t think they really grant anything in the way of ‘proficiency’ as a specific breakdown. I think ‘proficiency’ is taken into account in the attack formulas for Creature Role (such as Brute = +3, Skirmisher = +5, etc.)</p><p></p><p></p><p>Not sure I’m keen on creating a feat that does the whole “no heal self” mode. This is more reminiscent of a Stance power. However, I do like the idea of using the Human Berserker mechanic as a feat “Raging Bull”.</p><p></p><p><strong>RAGING BULL</strong> [Minotaur]</p><p><strong>Prerequisites:</strong> Str 17, Minotaur (Heroic)</p><p><strong>Benefit:</strong> When you are first bloodied in an encounter you may make a free melee basic attack with a +4 bonus to the attack roll and deals an extra 1d6 damage on a hit.</p><p></p><p></p><p>As you suggest, I think this Is too powerful for a feat, and should likely be looked at as a power. Perhaps a racial substitute utility power.</p><p></p><p></p><p>I think I am going to take this idea and run with it as follows, to reflect those minotaur with the affinity to labyrinths.</p><p></p><p><strong>NATURAL CUNNING</strong> [Minotaur]</p><p><strong>Prerequisites:</strong> Wis 15, Minotaur (Heroic)</p><p><strong>Benefit:</strong> You gain a +2 racial bonus to Dungeoneering and Perception skill checks.</p><p></p><p></p><p></p><p>I wholeheartedly agree here. The basic design seems to be that you should get 2 defense bonuses. If you happen to only get 1 from your stat bonuses, then you should get another +1 as a feature.</p></blockquote><p></p>
[QUOTE="Khaalis, post: 4384097, member: 2167"] Part of the entire point of the feat was to give a race who took fighter to have a small racial advantage. The fighter only has 6 powers that push (at levels 1, 13, 3 at 17, 19). A minotaur fighter would gain a small advantage over other race’s fighters in that they could gain a “Push 1” on more uses. However, so many people seem to think that it is too good. Thus here is the latest incarnation of the feat, greatly reducing its power. It keeps it to the flavor of the race’s preferred weapons and prevents the polearm combination. [b]MIGHTY SWING[/b] [Minotaur] [b]Prerequisites:[/b] Str 17, Minotaur (Heroic) [b]Benefit:[/b] When you hit with an attack when using a greataxe, you can push the target 1 square in addition to any damage you deal. This breaks one of the core design aspects of the combat round in that you can trade Down actions, but not Up, which is what you are granting (a move increased to a standard). The type of action you are describing here is better IMHO, as a power since it is effectively the same as the Cleave power, but you are giving a Power-like attack as a feat, which also breaks the basic rules of feats vs. powers. With that said, I do like the new variation of Horn Slash. It effectively allows them to use “gore” as an off-hand style attack but fitting into the economy of action rules, simply granting a bonus to damage. This was the only way to get the concept to work. The system does not take into account anywhere for different types of unarmed attacks. It is always assumed that the creature is making the best possible unarmed style of attack for the situation (it left to the player and DM to describe the action, whether it as a fist to the face, a round-house kick to the chest, a knee to the groin, a slashing claw or a gore). The system only cares that it’s an “unarmed” attack, not what appendage is being used. It’s hard to tell what they assign as “proficiency” for natural attacks. I think it’s totally ambiguous when it comes to monsters. I don’t think they really grant anything in the way of ‘proficiency’ as a specific breakdown. I think ‘proficiency’ is taken into account in the attack formulas for Creature Role (such as Brute = +3, Skirmisher = +5, etc.) Not sure I’m keen on creating a feat that does the whole “no heal self” mode. This is more reminiscent of a Stance power. However, I do like the idea of using the Human Berserker mechanic as a feat “Raging Bull”. [b]RAGING BULL[/b] [Minotaur] [b]Prerequisites:[/b] Str 17, Minotaur (Heroic) [b]Benefit:[/b] When you are first bloodied in an encounter you may make a free melee basic attack with a +4 bonus to the attack roll and deals an extra 1d6 damage on a hit. As you suggest, I think this Is too powerful for a feat, and should likely be looked at as a power. Perhaps a racial substitute utility power. I think I am going to take this idea and run with it as follows, to reflect those minotaur with the affinity to labyrinths. [b]NATURAL CUNNING[/b] [Minotaur] [b]Prerequisites:[/b] Wis 15, Minotaur (Heroic) [b]Benefit:[/b] You gain a +2 racial bonus to Dungeoneering and Perception skill checks. I wholeheartedly agree here. The basic design seems to be that you should get 2 defense bonuses. If you happen to only get 1 from your stat bonuses, then you should get another +1 as a feature. [/QUOTE]
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