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PrC: Uncanny Gambler
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<blockquote data-quote="Coredump" data-source="post: 915866" data-attributes="member: 6939"><p>I am not sure I understand the need for an "uncanny gambler" to be the most bad-assed dagger weilder. Just not sure how it fits.</p><p></p><p>I could see some prediliction to using a small/tiny weapon; but why mandate a dagger. While the 'free action' was painful, the precise shot is actually very similar. Assume 5th lvl UG and every dagger you hit does triple damage. As if for everyone you threw, you got two more as a 'free action' (Yes, not quite as good, but close) Combine that with being able to re-roll any 2 misses, and it seems pretty powerful.</p><p></p><p>Plus, any mechanic that allows a player to "never lose" is going to get totally abused, and when it regards money, it will easily unbalance the game. Any decent UG will be able to lose lose lose WINBIG lose lose WINBIG and have a ton of money to buy magic items with; easily screwing up your game.</p><p></p><p>I really like that Alertness is a pre-req.</p><p></p><p></p><p>For the dagger issue, I would get rid of the precise shot, and go with a concealment. ie. A UG can conceal a number of tiny or (insert list of small weapons here) weapons about his person. Anyone searching or looking gets a minus 10 (or whatever, perhaps 2X UG lvl) on their roll to detect them. Though concealed, they may be quickdrawn as if in a normal sheath. (Remember, quickdraw doesn't mean you can get *any* weapon, regardless of where/how it is stored)</p><p>This seems to add to the 'tricky' aspect, give them an advantage, but not mandate that they are Dagger Masters</p><p></p><p>Now, the concealment benefit isn't as good as the damage bonus, so I would add something else also. (maybe precise strike for surprise only, or under same circ as sneak attack, or first round only. But I was actually thinking of some totally different benefit.)</p><p></p><p>As for the luck rolls, I am not sure if I understand exactly what the two of you mean the rules to be for games of chance, so not sure what to offer.</p><p></p><p>I have always prefered to make them declare when they want to 'feel luck'; then they can roll both dice together, and take the higher one. Has some advantages, and some disadvantages. I prefer it this way though.</p><p></p><p></p><p>I think the idea has merit, good luck with it.</p><p></p><p>.</p></blockquote><p></p>
[QUOTE="Coredump, post: 915866, member: 6939"] I am not sure I understand the need for an "uncanny gambler" to be the most bad-assed dagger weilder. Just not sure how it fits. I could see some prediliction to using a small/tiny weapon; but why mandate a dagger. While the 'free action' was painful, the precise shot is actually very similar. Assume 5th lvl UG and every dagger you hit does triple damage. As if for everyone you threw, you got two more as a 'free action' (Yes, not quite as good, but close) Combine that with being able to re-roll any 2 misses, and it seems pretty powerful. Plus, any mechanic that allows a player to "never lose" is going to get totally abused, and when it regards money, it will easily unbalance the game. Any decent UG will be able to lose lose lose WINBIG lose lose WINBIG and have a ton of money to buy magic items with; easily screwing up your game. I really like that Alertness is a pre-req. For the dagger issue, I would get rid of the precise shot, and go with a concealment. ie. A UG can conceal a number of tiny or (insert list of small weapons here) weapons about his person. Anyone searching or looking gets a minus 10 (or whatever, perhaps 2X UG lvl) on their roll to detect them. Though concealed, they may be quickdrawn as if in a normal sheath. (Remember, quickdraw doesn't mean you can get *any* weapon, regardless of where/how it is stored) This seems to add to the 'tricky' aspect, give them an advantage, but not mandate that they are Dagger Masters Now, the concealment benefit isn't as good as the damage bonus, so I would add something else also. (maybe precise strike for surprise only, or under same circ as sneak attack, or first round only. But I was actually thinking of some totally different benefit.) As for the luck rolls, I am not sure if I understand exactly what the two of you mean the rules to be for games of chance, so not sure what to offer. I have always prefered to make them declare when they want to 'feel luck'; then they can roll both dice together, and take the higher one. Has some advantages, and some disadvantages. I prefer it this way though. I think the idea has merit, good luck with it. . [/QUOTE]
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