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New Race for Review - Minotaur (civilized)
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<blockquote data-quote="redrover" data-source="post: 4386232" data-attributes="member: 70799"><p><strong>On ‘old” Horn Slash:</strong> Good points on system break. Sometimes it takes me awhile to inch up the learning curve, but things are getting sorted. The new feat is getting closer to 4e.</p><p> </p><p> <strong>Monster weapon proficiency:</strong> Hmm…Thought I saw a loose +1 bonus in the MM minotaur write-up a couple days ago. Can’t find it now. It looks like the original find was just brain-fuzz. So weapon proficiency with respect to horns is a non-issue, which means Horn Slash tweaks a bit more:</p><p> </p><p> </p><ul> <li data-xf-list-type="ul"><strong>Horn Slash (Heroic)</strong><br /> <strong>Prerequisites:</strong> Minotaur, Gore Focus<br /> <strong>Benefit:</strong> You have trained to use your horns more effectively in close combat. If you get a melee hit on an opponent against whom you have combat advantage, you deal +2 points of gore damage.</li> <li data-xf-list-type="ul"><strong>Special</strong>: At 11th level you deal +4 points of damage, at 21st level you deal +6 points of damage.</li> </ul><p> The damage numbers work out as follows: The base numbers come from the "+x" bonuses on the DMG p185 Damage Table (using 5th, 15th, and 25th levels), minus the damage bonus for Gore Focus, with which this feat is cumulative. </p><p> </p><p> <strong>Unarmed Attacks vis. Gore Proficiency/Gore Focus:</strong> I’m missing your point here. The books don’t distinguish between types of unarmed attacks, it’s true, but sometimes the tactical situation will make certain types of attacks impossible: for example, a character caught in quicksand might punch, but couldn’t get off an effective kick; or a minotaur might have his horns lassoed but his legs free.</p><p> </p><p> I’m uncomfortable with the assumption that PCs will always use the most effective attack form with respect to unarmed combat. I consider PC freedom of choice paramount, and that includes the freedom to make a sub-optimal attack. In fact, I think I would prefer the opposite: That, all things being equal, the default choice <em>is</em> sub-optimal – thus requiring player to take a positive action to get the optimal choice.</p><p> </p><p> Finally, as a literalist, I think using “Gore” creates a strong expectation that the attack is <em>specific</em> to horns. If you want a generic unarmed combat bonus, it should just say “Unarmed Combat”.</p><p> </p><p> I’m just not getting exactly how specifying <em>horns</em> (in a gore attack), somehow breaks the feat? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /></p><p></p><p> </p><p> <strong>Raging Bull, re. Stance power: </strong>All this time, and I <em>still </em>haven’t found a page that defines “Stance.” I’m guessing at what it kinda, sorta, <em>might</em> be, but this is starting to drive me a little crazy. You wouldn’t happen to know a page reference, would you?</p><p> </p><p> <strong>Feat vs. Power: </strong>One thing that has stopped me from looking more closely at new racial powers is that I’m not exactly sure how <em>advanced</em> “monster PC” powers should be presented.</p><p> </p><p> All the core 4e powers seem to be class-based; all monster powers in the MM seem to be basic monster attacks or racial traits (though I haven’t been able to spend much time in this book, yet).</p><p> </p><p> The compromise I’ve been moving toward in this discussion has been “feat unlocks advanced racial power” combined with a swap-in, but I’d be a lot more comfortable if there were other precedents in the published material for this approach.</p><p> </p><p> I’d even be overjoyed to find a non-trait “book” avenue for advanced racial powers that I’ve missed, even though I’d feel a little stupid for not having found it yet.</p><p> </p><p> <strong>Natural Cunning: </strong>Going with Dungeoneering seems inconsistent with the rest of the class build, since affinity for labyrinths seems to be a savage trait rather than a civilized one. The Maze Intuition feat takes care of exceptional civilized minotaurs crossing the civilized/savage divide.</p><p> </p><p> I like the racial +2 Perception bonus, but would suggest maybe:</p><p> </p><p> </p><ul> <li data-xf-list-type="ul"><strong>Hunter’s Heritage:</strong> +2 Perception, +2 on saving throws vs. fear.</li> </ul><p> This supports above normal senses and above normal stubbornness, both of which I’ve always considered core minotaur racial traits. </p><p> </p><p> <span style="color: DarkOrange"><strong>Pukunui: </strong></span>Really nice insight! </p><p> </p><p> (*scribbles in “Little Black Book of Design” *)</p><p> </p><p> Do keep us posted. I am <em>really</em> curious about how Ferocity actually plays out for a PC. We’re rooting for your minotaur PC here!</p><p> </p><p> Ta-ta!</p></blockquote><p></p>
[QUOTE="redrover, post: 4386232, member: 70799"] [B]On ‘old” Horn Slash:[/B] Good points on system break. Sometimes it takes me awhile to inch up the learning curve, but things are getting sorted. The new feat is getting closer to 4e. [B]Monster weapon proficiency:[/B] Hmm…Thought I saw a loose +1 bonus in the MM minotaur write-up a couple days ago. Can’t find it now. It looks like the original find was just brain-fuzz. So weapon proficiency with respect to horns is a non-issue, which means Horn Slash tweaks a bit more: [LIST] [*][B]Horn Slash (Heroic)[/B] [B]Prerequisites:[/B] Minotaur, Gore Focus [B]Benefit:[/B] You have trained to use your horns more effectively in close combat. If you get a melee hit on an opponent against whom you have combat advantage, you deal +2 points of gore damage. [*][B]Special[/B]: At 11th level you deal +4 points of damage, at 21st level you deal +6 points of damage. [/LIST] The damage numbers work out as follows: The base numbers come from the "+x" bonuses on the DMG p185 Damage Table (using 5th, 15th, and 25th levels), minus the damage bonus for Gore Focus, with which this feat is cumulative. [B]Unarmed Attacks vis. Gore Proficiency/Gore Focus:[/B] I’m missing your point here. The books don’t distinguish between types of unarmed attacks, it’s true, but sometimes the tactical situation will make certain types of attacks impossible: for example, a character caught in quicksand might punch, but couldn’t get off an effective kick; or a minotaur might have his horns lassoed but his legs free. I’m uncomfortable with the assumption that PCs will always use the most effective attack form with respect to unarmed combat. I consider PC freedom of choice paramount, and that includes the freedom to make a sub-optimal attack. In fact, I think I would prefer the opposite: That, all things being equal, the default choice [I]is[/I] sub-optimal – thus requiring player to take a positive action to get the optimal choice. Finally, as a literalist, I think using “Gore” creates a strong expectation that the attack is [I]specific[/I] to horns. If you want a generic unarmed combat bonus, it should just say “Unarmed Combat”. I’m just not getting exactly how specifying [I]horns[/I] (in a gore attack), somehow breaks the feat? :confused: [B]Raging Bull, re. Stance power: [/B]All this time, and I [I]still [/I]haven’t found a page that defines “Stance.” I’m guessing at what it kinda, sorta, [I]might[/I] be, but this is starting to drive me a little crazy. You wouldn’t happen to know a page reference, would you? [B]Feat vs. Power: [/B]One thing that has stopped me from looking more closely at new racial powers is that I’m not exactly sure how [I]advanced[/I] “monster PC” powers should be presented. All the core 4e powers seem to be class-based; all monster powers in the MM seem to be basic monster attacks or racial traits (though I haven’t been able to spend much time in this book, yet). The compromise I’ve been moving toward in this discussion has been “feat unlocks advanced racial power” combined with a swap-in, but I’d be a lot more comfortable if there were other precedents in the published material for this approach. I’d even be overjoyed to find a non-trait “book” avenue for advanced racial powers that I’ve missed, even though I’d feel a little stupid for not having found it yet. [B]Natural Cunning: [/B]Going with Dungeoneering seems inconsistent with the rest of the class build, since affinity for labyrinths seems to be a savage trait rather than a civilized one. The Maze Intuition feat takes care of exceptional civilized minotaurs crossing the civilized/savage divide. I like the racial +2 Perception bonus, but would suggest maybe: [LIST] [*][B]Hunter’s Heritage:[/B] +2 Perception, +2 on saving throws vs. fear. [/LIST] This supports above normal senses and above normal stubbornness, both of which I’ve always considered core minotaur racial traits. [COLOR=DarkOrange][B]Pukunui: [/B][/COLOR]Really nice insight! (*scribbles in “Little Black Book of Design” *) Do keep us posted. I am [I]really[/I] curious about how Ferocity actually plays out for a PC. We’re rooting for your minotaur PC here! Ta-ta! [/QUOTE]
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