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Please break my "gritty" rules set.
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<blockquote data-quote="Morandir Nailo" data-source="post: 4392678" data-attributes="member: 67674"><p>Wow, has anyone else had trouble accessing this site? I haven't been able to get on since yesterday afternoon! Weird.</p><p></p><p>Anyway, on to the long reply:</p><p></p><p>I don't really see the point of allowing the Fighter. I know the intention is to garner extra feats, but I'm already giving extra feats (1st level and every even level, as in 4E); I think that should be enough.</p><p></p><p>I mentioned in my first post what I was doing for the Ranger to replace spells; a more powerful Animal Companion and the option to trade the Combat Style for Shapeshifting ala the Druid feature from PHB2. However, having thought about it, I'm beginning to consider just dropping the Ranger altogether in favor of the Scout, per your class suggestion. The extra damage from skirmish will be really helpful in penetrating high soaks, which is a good thing. Fighters relying on lots of attacks will get gimped in this system without a way to deal signifigant extra damage (as DR/soak is much, much higher).</p><p></p><p>Concerning charged items, I guess the groups I play with must have a very different style from yours, because they just don't come up that often. At the most, someone is toting around a wand of CLW for extra healing, or whatever is found in random treasure. So I really don't tend to think in terms of gear-dependency.</p><p></p><p>Crusader and Binder healing - this is a good point, definitely. I'll have to revise the abilities to bring them in line with the Cure spells as defined in the GnG system. It shouldn't be too difficult, but there are a few I'll have to watch.</p><p></p><p>And I probably need to clarify my stance on magic items. They'll exist, and players will have all the magic items that they need (they'll likely need more of the flat bonus type, considering the propensity for lower ability scores and the lack of Wish/tomes). However, they won't be bought and sold on the open market. Players will have magic items because they've braved the wild regions and ruined sites of the world, not because they're rich. People powerful enough to obtain items of power aren't going to be interested in auctioning them off. This means that typically, PCs will only find items that they would actually use (which does requre some suspension of disbelief, but good encounter design can help mitigate this). Furthermore, they can quest for ingredients to make their own items. There just won't be shops full of +1 Swords, that's all.</p><p></p><p>As for the other class suggestions: I'm loath to include anything that involves dragons (dragon shaman, dragonfire adept). Dragons in this setting are rare and tend to stay out of the way, being much more interested in gaining power among themselves - Dragons only grow by eating the souls of other dragons, in my setting. Thus the idea of Draconic anything being common is a bit odd. Racial paragon paths are a good idea though; I may have to include those.</p><p></p><p>The soulknife thing isn't a bad idea, but the soulknife just sucks, IMO, and would require too much reworking to be viable. Plus the idea of a guy who creates a sword from energy just doesn't really jive with the flavor of my setting. Plus, I really want to keep the fighter and magic-user archetypes separate; I love the Gish concept, but it doesn't work in the world I'm going for. Hexblade was always about the curse for me, but Warlocks are getting that part now.</p><p></p><p>And I want to stay away from anything involving technology, so no artificers/technomancers. I despise steampunk and anything remotely related to it. Magic-users can make alchemical items, but I don't want to go too far with it.</p><p></p><p>Thanks a lot for the suggestions guys, this is really helpful. Please keep 'em coming!</p><p></p><p>Mor</p></blockquote><p></p>
[QUOTE="Morandir Nailo, post: 4392678, member: 67674"] Wow, has anyone else had trouble accessing this site? I haven't been able to get on since yesterday afternoon! Weird. Anyway, on to the long reply: I don't really see the point of allowing the Fighter. I know the intention is to garner extra feats, but I'm already giving extra feats (1st level and every even level, as in 4E); I think that should be enough. I mentioned in my first post what I was doing for the Ranger to replace spells; a more powerful Animal Companion and the option to trade the Combat Style for Shapeshifting ala the Druid feature from PHB2. However, having thought about it, I'm beginning to consider just dropping the Ranger altogether in favor of the Scout, per your class suggestion. The extra damage from skirmish will be really helpful in penetrating high soaks, which is a good thing. Fighters relying on lots of attacks will get gimped in this system without a way to deal signifigant extra damage (as DR/soak is much, much higher). Concerning charged items, I guess the groups I play with must have a very different style from yours, because they just don't come up that often. At the most, someone is toting around a wand of CLW for extra healing, or whatever is found in random treasure. So I really don't tend to think in terms of gear-dependency. Crusader and Binder healing - this is a good point, definitely. I'll have to revise the abilities to bring them in line with the Cure spells as defined in the GnG system. It shouldn't be too difficult, but there are a few I'll have to watch. And I probably need to clarify my stance on magic items. They'll exist, and players will have all the magic items that they need (they'll likely need more of the flat bonus type, considering the propensity for lower ability scores and the lack of Wish/tomes). However, they won't be bought and sold on the open market. Players will have magic items because they've braved the wild regions and ruined sites of the world, not because they're rich. People powerful enough to obtain items of power aren't going to be interested in auctioning them off. This means that typically, PCs will only find items that they would actually use (which does requre some suspension of disbelief, but good encounter design can help mitigate this). Furthermore, they can quest for ingredients to make their own items. There just won't be shops full of +1 Swords, that's all. As for the other class suggestions: I'm loath to include anything that involves dragons (dragon shaman, dragonfire adept). Dragons in this setting are rare and tend to stay out of the way, being much more interested in gaining power among themselves - Dragons only grow by eating the souls of other dragons, in my setting. Thus the idea of Draconic anything being common is a bit odd. Racial paragon paths are a good idea though; I may have to include those. The soulknife thing isn't a bad idea, but the soulknife just sucks, IMO, and would require too much reworking to be viable. Plus the idea of a guy who creates a sword from energy just doesn't really jive with the flavor of my setting. Plus, I really want to keep the fighter and magic-user archetypes separate; I love the Gish concept, but it doesn't work in the world I'm going for. Hexblade was always about the curse for me, but Warlocks are getting that part now. And I want to stay away from anything involving technology, so no artificers/technomancers. I despise steampunk and anything remotely related to it. Magic-users can make alchemical items, but I don't want to go too far with it. Thanks a lot for the suggestions guys, this is really helpful. Please keep 'em coming! Mor [/QUOTE]
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