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Living Worlds
Living 4th Edition
Proposal: Weapon Training Feats are not Multi-Class Feats
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<blockquote data-quote="KenHood" data-source="post: 4859249" data-attributes="member: 4413"><p>That's one of my issues with the set-up.</p><p></p><p>I like the suggestion that Superior Weapon Proficiency automatically include the abilities afforded under training. It makes sense. If a character wants to go up the power-swap tree and become a specialist, then they take the Weapon Training feat. But, I don't see the power swap feats as being too strong. You're not ending up with more powers or better powers than other characters, just different powers.</p><p></p><p>Now... the whip. My goodness, but someone is watching too many movies thinking that would make a decent weapon for combat. It hurts to get hit by a whip, but it will hardly kill you. Wearing a heavy jacket protects you from it, and metal armor--sheesh--that should negate it completely. Basically, it's good for annoying cows and making loud noises to scare animals.</p></blockquote><p></p>
[QUOTE="KenHood, post: 4859249, member: 4413"] That's one of my issues with the set-up. I like the suggestion that Superior Weapon Proficiency automatically include the abilities afforded under training. It makes sense. If a character wants to go up the power-swap tree and become a specialist, then they take the Weapon Training feat. But, I don't see the power swap feats as being too strong. You're not ending up with more powers or better powers than other characters, just different powers. Now... the whip. My goodness, but someone is watching too many movies thinking that would make a decent weapon for combat. It hurts to get hit by a whip, but it will hardly kill you. Wearing a heavy jacket protects you from it, and metal armor--sheesh--that should negate it completely. Basically, it's good for annoying cows and making loud noises to scare animals. [/QUOTE]
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Proposal: Weapon Training Feats are not Multi-Class Feats
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