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Project Phoenix fighter discussion (Forked from: Feat Points)
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<blockquote data-quote="nonsi256" data-source="post: 5039262" data-attributes="member: 86164"><p>I did just a few days ago (the extended version, of course)... the magic hasn’t faded even a bit.</p><p></p><p></p><p></p><p>The idea behind Close Combat Archery being a fixed feature is that while a fighter can learn any trick shot in the book, what separates the Ranger is the amount of time actually holding the weapon on a daily basis – the thing that allows him to move with it like no one else.</p><p></p><p></p><p></p><p>and that’s a bad thing for a 17th level in THE class that embodies mobility & agility, because... </p><p></p><p></p><p></p><p>No, but the great appeal of D&D to so many out there (yours truly included) is making things as realistic as possible (as long as it’s not at the expense of gameflow). This strengthens the sense of bond with one’s character immensely.</p><p></p><p></p><p></p><p>I’m not paying for anything on the web, so I guess I’ll have to live with the ignorance.</p><p></p><p></p><p></p><p>Now you start following my pattern of thought.</p><p></p><p></p><p></p><p>1. After 20 levels in the same class, things start to get boring.</p><p>2. Single classed godhood is false godhood in my book.</p><p></p><p></p><p></p><p>It’s not just about mileage – it’s about design goals and how I want things to work as an ideal.</p><p></p><p></p><p></p><p>It’s not an ethos issue. I really have no problem with the concept of epics, but in order to be worth a damn, epic rules really have to bring something totally new to the gaming table.</p><p></p><p>No offense, but I find many annoying aspects in your epic progression rules (I’m regarding only what appears in the website) for just about all classes.</p><p>1. As far as the martial classes go, I cannot find anything NEW that any of them brings to the table at levels 21 through 40. Absolutely nothing. Not a single goddamn thing (no offense meant, just an unsubtle emphasis).</p><p>2. As far as features in general go, neither do spellcasters. All 21 through 40 levels.</p><p>3. Funny that the Monk’s epic BAB progression rate is faster than the Fighter’s</p><p>4. Speaking of the Monk... Featherfall is a 1st-level spell last time I checked (that was a hint).</p><p>5. Ki Strike is unimaginative and brings full BAB from the back door.</p><p>6. Pure Wizards & Sorcerers gaining 4 attacks?! What the hell for? This is anti-thematic if there ever was one.</p><p>7. I can imagine Genesis, permanent gates & summoning an individual would fit 10th level, but what exactly is supposed to happen at spell-levels 11 through 16? More ZOMGWTF stuff?!</p><p>8. With the exclusive exception of BAB, Each of my martial base classes outguns and outshines at level 20 each of your martial base classes at level 40 – and they’d still require a lot of strategy, tactics and luck to survive a decently (not brilliantly) roleplayed fullaster of equal level.</p><p>9. At those levels, all the options available at the characters’ fingertips and the players’ imagination should outweigh stats as far as overcoming challenges. As far as epic BAB, I totally agree with the epic handbook for slowing things down dramatically (it’s just the execution that was really lacking in style – out of pure laziness (Wizard 20 / Fighter 20 having lower BAB than Fighter 20)).</p><p>10. Dead levels.</p><p></p><p>Ok, “where are you getting at”, you might be asking yourself by now.</p><p>Well, it goes like this. Take OD&D’s Immortal rulebook (“Codex of the Immortals”) for instance. The rules in there really did bring something totally new to the gaming table – on that part the book was a brilliant success. I also think that a lot of stuff in there can be used as a good basis for inspiring solid epic (stuff of legend), exalted (demigodhood) & divinity (godhood) rules.</p><p></p><p></p><p></p><p>As for your lastly reworked Ranger.</p><p>Definitey an improvement, but I really feel strongly about the Ranger really needing to master all 7 terrains (they're very well defined, btw) by level 20.</p></blockquote><p></p>
[QUOTE="nonsi256, post: 5039262, member: 86164"] I did just a few days ago (the extended version, of course)... the magic hasn’t faded even a bit. The idea behind Close Combat Archery being a fixed feature is that while a fighter can learn any trick shot in the book, what separates the Ranger is the amount of time actually holding the weapon on a daily basis – the thing that allows him to move with it like no one else. and that’s a bad thing for a 17th level in THE class that embodies mobility & agility, because... No, but the great appeal of D&D to so many out there (yours truly included) is making things as realistic as possible (as long as it’s not at the expense of gameflow). This strengthens the sense of bond with one’s character immensely. I’m not paying for anything on the web, so I guess I’ll have to live with the ignorance. Now you start following my pattern of thought. 1. After 20 levels in the same class, things start to get boring. 2. Single classed godhood is false godhood in my book. It’s not just about mileage – it’s about design goals and how I want things to work as an ideal. It’s not an ethos issue. I really have no problem with the concept of epics, but in order to be worth a damn, epic rules really have to bring something totally new to the gaming table. No offense, but I find many annoying aspects in your epic progression rules (I’m regarding only what appears in the website) for just about all classes. 1. As far as the martial classes go, I cannot find anything NEW that any of them brings to the table at levels 21 through 40. Absolutely nothing. Not a single goddamn thing (no offense meant, just an unsubtle emphasis). 2. As far as features in general go, neither do spellcasters. All 21 through 40 levels. 3. Funny that the Monk’s epic BAB progression rate is faster than the Fighter’s 4. Speaking of the Monk... Featherfall is a 1st-level spell last time I checked (that was a hint). 5. Ki Strike is unimaginative and brings full BAB from the back door. 6. Pure Wizards & Sorcerers gaining 4 attacks?! What the hell for? This is anti-thematic if there ever was one. 7. I can imagine Genesis, permanent gates & summoning an individual would fit 10th level, but what exactly is supposed to happen at spell-levels 11 through 16? More ZOMGWTF stuff?! 8. With the exclusive exception of BAB, Each of my martial base classes outguns and outshines at level 20 each of your martial base classes at level 40 – and they’d still require a lot of strategy, tactics and luck to survive a decently (not brilliantly) roleplayed fullaster of equal level. 9. At those levels, all the options available at the characters’ fingertips and the players’ imagination should outweigh stats as far as overcoming challenges. As far as epic BAB, I totally agree with the epic handbook for slowing things down dramatically (it’s just the execution that was really lacking in style – out of pure laziness (Wizard 20 / Fighter 20 having lower BAB than Fighter 20)). 10. Dead levels. Ok, “where are you getting at”, you might be asking yourself by now. Well, it goes like this. Take OD&D’s Immortal rulebook (“Codex of the Immortals”) for instance. The rules in there really did bring something totally new to the gaming table – on that part the book was a brilliant success. I also think that a lot of stuff in there can be used as a good basis for inspiring solid epic (stuff of legend), exalted (demigodhood) & divinity (godhood) rules. As for your lastly reworked Ranger. Definitey an improvement, but I really feel strongly about the Ranger really needing to master all 7 terrains (they're very well defined, btw) by level 20. [/QUOTE]
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