Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
Playing the Game
Talking the Talk
Off to War (always recruiting) OCC Year 2:
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Zerith" data-source="post: 5457465" data-attributes="member: 99953"><p>So, are any feats needed to make masterwork armor/weapons and Alchemical items? Just asking because I randomly found some feats that said they were needed, individually, to make master work armor, master work weapons, or alchemical items <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f635.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt="O_o" title="Er... what? O_o" data-smilie="12"data-shortname="O_o" />;</p><p></p><p>And, infusions don't seem to be arcane in nature: so could my character use heavy armor without miscasting?</p><p></p><p>Also, I think you're giving out a bit much for weapon proficiency, Sure, if you're buying it, it's one weapon per a feat, but by this logic I could, if I wanted to Cheese the nine hells out of this system, If I played a fighter and then, at level 2, get a level of barbarian.</p><p></p><p>I could then trade both simple and martial weapon proficiency for an extra, by what your giving out here, 4 feats. This is amusing I don't trade off the martial/simple weapon proficiencies from fighter as well.</p><p>Kicker is I'm also getting to choose one weapon to keep each time I trade off a proficiency.</p><p>Oh, I forgot, their is also armor to either keep or toss off. So their is an other three easily off loaded, redundant, class features granted by barbarian.</p><p></p><p>Point I'm making here: second level in fighter: +1d10 hit dice, 2+int mod skill points, +1 fort save +1 combative feat, +1 BAB. But a level in barbarian: +1d12 hit dice, 4+int mod skill points, +2 fort save, +7 feats (by trading off redundant class features), Fast Movement, Rag and, for a kicker: Barbarians have a larger class skill pool to play with. Meaning: if your going to use a fighter, you're best off picking up a level of barbarian no matter what, its a flat out better level advancement <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f635.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt="O_o" title="Er... what? O_o" data-smilie="12"data-shortname="O_o" />;</p><p></p><p>Keep in mind, I love the idea of trading around class features, expressly redundant ones, but this set up already favors multi class character with out the cheese of being able to drop one weapon proficiency list for two feats. this means any given character who gets a new basic class gets two + feats on a sigle clase character.</p><p>All I'm saying here is, you might want to be a bit more stingy on what you're giving out for weapon proficiencies.</p><p>Cheese can happen. Then again, the one classes that can't easy dip into this cheese are spell casters, so who knows, it might be balancing out the nukers latter on XD</p><p></p><p>~Teh Annoying Newbie</p><p></p><p>Addon: Could I use Education instead of the Bonus 2/2 feat? (it makes all Knowledge skills class skills and gives +1 to two knowledge skills)</p></blockquote><p></p>
[QUOTE="Zerith, post: 5457465, member: 99953"] So, are any feats needed to make masterwork armor/weapons and Alchemical items? Just asking because I randomly found some feats that said they were needed, individually, to make master work armor, master work weapons, or alchemical items O_o; And, infusions don't seem to be arcane in nature: so could my character use heavy armor without miscasting? Also, I think you're giving out a bit much for weapon proficiency, Sure, if you're buying it, it's one weapon per a feat, but by this logic I could, if I wanted to Cheese the nine hells out of this system, If I played a fighter and then, at level 2, get a level of barbarian. I could then trade both simple and martial weapon proficiency for an extra, by what your giving out here, 4 feats. This is amusing I don't trade off the martial/simple weapon proficiencies from fighter as well. Kicker is I'm also getting to choose one weapon to keep each time I trade off a proficiency. Oh, I forgot, their is also armor to either keep or toss off. So their is an other three easily off loaded, redundant, class features granted by barbarian. Point I'm making here: second level in fighter: +1d10 hit dice, 2+int mod skill points, +1 fort save +1 combative feat, +1 BAB. But a level in barbarian: +1d12 hit dice, 4+int mod skill points, +2 fort save, +7 feats (by trading off redundant class features), Fast Movement, Rag and, for a kicker: Barbarians have a larger class skill pool to play with. Meaning: if your going to use a fighter, you're best off picking up a level of barbarian no matter what, its a flat out better level advancement O_o; Keep in mind, I love the idea of trading around class features, expressly redundant ones, but this set up already favors multi class character with out the cheese of being able to drop one weapon proficiency list for two feats. this means any given character who gets a new basic class gets two + feats on a sigle clase character. All I'm saying here is, you might want to be a bit more stingy on what you're giving out for weapon proficiencies. Cheese can happen. Then again, the one classes that can't easy dip into this cheese are spell casters, so who knows, it might be balancing out the nukers latter on XD ~Teh Annoying Newbie Addon: Could I use Education instead of the Bonus 2/2 feat? (it makes all Knowledge skills class skills and gives +1 to two knowledge skills) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Talking the Talk
Off to War (always recruiting) OCC Year 2:
Top