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Project Phoenix fighter discussion (Forked from: Feat Points)
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<blockquote data-quote="Kerrick" data-source="post: 5026640" data-attributes="member: 4722"><p>What nerf-bat? All I'm doing is replacing the WF feat tree with similar feats that have better benefits. Compare:</p><p></p><p>WF: Same</p><p></p><p>WS: Ftr lvl 4, WF; +2 damage VS. BAB +6, WF, +2 damage and +2 attacks for maneuvers.</p><p></p><p>WM (replaces GWF): Ftr lvl 8, WF; +1 to attack VS. Ftr lvl 11, WF, WS, +1 attack and +1 threat range</p><p></p><p>WGM (replaces GWS): Ftr lvl 12, WF, WS; +2 to damage VS. Ftr lvl 16, WF, WS, WM, +2 attacks for maneuvers and +1 crit multiplier. (Okay, this one might be a little weak; I should add in another +2 damage, I think.)</p><p></p><p></p><p>I wouldn't exactly call those "little changes". <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /> You upped the prereq for GWF, made all the feats unrestricted, and added a large number of benefits. Overall, the changes you made are very similar to my own (comparing similar feats).</p><p></p><p>My version grants the weapon feats automatically also at 4th level and every 4 thereafter (so a L20 fighter would have five in all). It's obviously not as much as yours, but with the ability to choose WF for a group of weapons, mine ends up with more basic knowledge. IME, most players choose 1-3 weapons and use those their entire career - there's no real point in granting weapon mastery in a whole boatload of different weapons, since the PC will never use them. Even if, by some odd chance, the PC finds a weapon for which he doesn't have mastery, it will likely be in a group with which he has WF, so he can easily advance his skills with it by taking the feats normally.</p><p></p><p></p><p>I was talking about weapon groups from UA, which are already included with my fighter. Someone (Celebrim, I believe) asked why I didn't just use that as a general rule; I had considered it originally, then discarded it, but I'm rethinking it.</p><p></p><p></p><p>Your system uses it, and it appears to be more complicated than mine - it affects number of attacks per round, as opposed to a simple init modifier.</p></blockquote><p></p>
[QUOTE="Kerrick, post: 5026640, member: 4722"] What nerf-bat? All I'm doing is replacing the WF feat tree with similar feats that have better benefits. Compare: WF: Same WS: Ftr lvl 4, WF; +2 damage VS. BAB +6, WF, +2 damage and +2 attacks for maneuvers. WM (replaces GWF): Ftr lvl 8, WF; +1 to attack VS. Ftr lvl 11, WF, WS, +1 attack and +1 threat range WGM (replaces GWS): Ftr lvl 12, WF, WS; +2 to damage VS. Ftr lvl 16, WF, WS, WM, +2 attacks for maneuvers and +1 crit multiplier. (Okay, this one might be a little weak; I should add in another +2 damage, I think.) I wouldn't exactly call those "little changes". :lol: You upped the prereq for GWF, made all the feats unrestricted, and added a large number of benefits. Overall, the changes you made are very similar to my own (comparing similar feats). My version grants the weapon feats automatically also at 4th level and every 4 thereafter (so a L20 fighter would have five in all). It's obviously not as much as yours, but with the ability to choose WF for a group of weapons, mine ends up with more basic knowledge. IME, most players choose 1-3 weapons and use those their entire career - there's no real point in granting weapon mastery in a whole boatload of different weapons, since the PC will never use them. Even if, by some odd chance, the PC finds a weapon for which he doesn't have mastery, it will likely be in a group with which he has WF, so he can easily advance his skills with it by taking the feats normally. I was talking about weapon groups from UA, which are already included with my fighter. Someone (Celebrim, I believe) asked why I didn't just use that as a general rule; I had considered it originally, then discarded it, but I'm rethinking it. Your system uses it, and it appears to be more complicated than mine - it affects number of attacks per round, as opposed to a simple init modifier. [/QUOTE]
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