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Project Phoenix fighter discussion (Forked from: Feat Points)
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<blockquote data-quote="nonsi256" data-source="post: 5026851" data-attributes="member: 86164"><p>1. You've increased the intervals significantly, meaning that now someone playing a melee dude now has to wait a lot longet betwen his rightly deserved stat benefits.</p><p>2. Maybe it's just a matter of personal taste, but as I see it, things should have mild progression to begin wih and gradually pick up momentum. This is how they usually do it in computerizd RPGs and I find this approach quite appopriate and desireable when it comes to pencil & paper RPGs. What you did was to make the player(s) hold their breath for 2 extra levels, but then to get a significant boost. And notice that these stats are not identical to those in entry #31.</p><p>3. What's the rationale behind a specific weapon augmenting all combat maneuvers (e.g. Bull Rush, feint etc) ?</p><p></p><p></p><p></p><p>I'd have you know that I flunked the <em>Mind Probe</em> exam.</p><p>And try to keep consistent. You write "available every 4 levels" and then list levels 1, 6, 11 & 16.</p><p></p><p></p><p></p><p>For all other classes, I'd agree. For a high level Fighter this repetoire seems insulting.</p><p></p><p></p><p></p><p>Weapon Prof means getting familiarizd with a group of weapons that are decently similar to one another. WF+, OTOH, is an entirely different ballgame. Honing your longsword art to perfection should not have any effect on your scimitar fu (except for Weapon Mastery, where the entire understanding the chosen group hes reached its perfecrion).</p><p> </p><p></p><p></p><p>Personally, I find it quite hard to swallow that Dagger, Sickle, Spear & Staff all belong in the same single group (Druid's).</p><p></p><p></p><p></p><p>I've explained this on in my HR thread. Read it and the explanation again - your deduction leads me to assume that the mechanical principles somehow eluded you.</p><p></p><p>[EDIT]</p><p>In caste you're wondering, it's in entry #28 of my HR thread.</p><p>[/EDIT]</p></blockquote><p></p>
[QUOTE="nonsi256, post: 5026851, member: 86164"] 1. You've increased the intervals significantly, meaning that now someone playing a melee dude now has to wait a lot longet betwen his rightly deserved stat benefits. 2. Maybe it's just a matter of personal taste, but as I see it, things should have mild progression to begin wih and gradually pick up momentum. This is how they usually do it in computerizd RPGs and I find this approach quite appopriate and desireable when it comes to pencil & paper RPGs. What you did was to make the player(s) hold their breath for 2 extra levels, but then to get a significant boost. And notice that these stats are not identical to those in entry #31. 3. What's the rationale behind a specific weapon augmenting all combat maneuvers (e.g. Bull Rush, feint etc) ? I'd have you know that I flunked the [I]Mind Probe[/I] exam. And try to keep consistent. You write "available every 4 levels" and then list levels 1, 6, 11 & 16. For all other classes, I'd agree. For a high level Fighter this repetoire seems insulting. Weapon Prof means getting familiarizd with a group of weapons that are decently similar to one another. WF+, OTOH, is an entirely different ballgame. Honing your longsword art to perfection should not have any effect on your scimitar fu (except for Weapon Mastery, where the entire understanding the chosen group hes reached its perfecrion). Personally, I find it quite hard to swallow that Dagger, Sickle, Spear & Staff all belong in the same single group (Druid's). I've explained this on in my HR thread. Read it and the explanation again - your deduction leads me to assume that the mechanical principles somehow eluded you. [EDIT] In caste you're wondering, it's in entry #28 of my HR thread. [/EDIT] [/QUOTE]
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