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<blockquote data-quote="Xeriar" data-source="post: 955488" data-attributes="member: 4116"><p>Yay! Because I want to weigh in my hair-brained opinion!</p><p></p><p><strong>1)Square facings</strong></p><p></p><p>I use two facings actually - always have. Armies march shoulder to shoulder (threat of area effect spells notwithstanding) and men are not spaced 5' apart. More like 2.5' or 3'.</p><p></p><p>So I don't mind the square facing - for small skirmishes, it's just fine. For -hoooooge- battles, the original facing rules weren't so hot anyway.</p><p></p><p></p><p><strong> 2) School Specialization </strong></p><p></p><p>I do like their attempt (who knows how successful) at balancing the schools. We shall have to see, I guess. I am feeling kinda iffy at requiring the sacrifice of two schools though.</p><p></p><p><strong> 3)Nerfed spell focus </strong></p><p></p><p>This was the only one that pissed me off. Mostly because it's 'brokenness' comes from combining it with spell power, and they seem to be including PRC's in balance now.</p><p></p><p>My personal thought of the Archmage PRC (and Heirophant) - above any beyond any game concerns, is that a path of such power is not something you walk down for a few years and just end, knowing all you can know about it.</p><p></p><p>It's really an anethma to me - and besides I've made my own anyway <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p><p></p><p>If magical items did not grant a bonus to saves, then I would concede this, but since spell slots are often rare, precious things, I can't see the purpose behind the nerfing.</p><p></p><p><strong> 4)Doubled power attack damage </strong></p><p></p><p>I don't really have a problem with this. It is only for two-handed weapons, who take an AC penalty.</p><p></p><p>The problem with dual wielding is its own, IMO.</p><p></p><p><strong> 5)Deflect arrows </strong></p><p></p><p>On one hand, auto-stopping something seems a bit overpowered. On the other, only a stronger bow is gonna make an arrow go faster.</p><p></p><p>I read a story about a girl poking her eye out trying this stunt a year or two ago. I'm still iffy on the auto thing :-/</p><p></p><p><strong> 6)Pokemon Paladins </strong></p><p></p><p>Indeed. Having had a wizard adventure for four days in a dead magic field, I cannot in the remotest sense sympathize with the paladin losing access to their horsie ever once in awhile.</p><p></p><p>On top of this, not everyone has adventures in dungeons or caves or whatever all the time. At some point I gotta think about the world and make the call.</p><p></p><p><strong> The jury is out on DR... </strong></p><p></p><p>I like this one. I think I'll combine some things to give players multiple or better options.</p><p></p><p>Ie, DR silver can also be affected by mithral.</p><p></p><p>DR cold iron can also be affected by greensteel.</p><p></p><p>DR adamantium can also be affected by orichalcum.</p><p></p><p>Something like that, anyway.</p></blockquote><p></p>
[QUOTE="Xeriar, post: 955488, member: 4116"] Yay! Because I want to weigh in my hair-brained opinion! [b]1)Square facings[/b] I use two facings actually - always have. Armies march shoulder to shoulder (threat of area effect spells notwithstanding) and men are not spaced 5' apart. More like 2.5' or 3'. So I don't mind the square facing - for small skirmishes, it's just fine. For -hoooooge- battles, the original facing rules weren't so hot anyway. [b] 2) School Specialization [/b] I do like their attempt (who knows how successful) at balancing the schools. We shall have to see, I guess. I am feeling kinda iffy at requiring the sacrifice of two schools though. [b] 3)Nerfed spell focus [/b] This was the only one that pissed me off. Mostly because it's 'brokenness' comes from combining it with spell power, and they seem to be including PRC's in balance now. My personal thought of the Archmage PRC (and Heirophant) - above any beyond any game concerns, is that a path of such power is not something you walk down for a few years and just end, knowing all you can know about it. It's really an anethma to me - and besides I've made my own anyway :-) If magical items did not grant a bonus to saves, then I would concede this, but since spell slots are often rare, precious things, I can't see the purpose behind the nerfing. [b] 4)Doubled power attack damage [/b] I don't really have a problem with this. It is only for two-handed weapons, who take an AC penalty. The problem with dual wielding is its own, IMO. [b] 5)Deflect arrows [/b] On one hand, auto-stopping something seems a bit overpowered. On the other, only a stronger bow is gonna make an arrow go faster. I read a story about a girl poking her eye out trying this stunt a year or two ago. I'm still iffy on the auto thing :-/ [b] 6)Pokemon Paladins [/b] Indeed. Having had a wizard adventure for four days in a dead magic field, I cannot in the remotest sense sympathize with the paladin losing access to their horsie ever once in awhile. On top of this, not everyone has adventures in dungeons or caves or whatever all the time. At some point I gotta think about the world and make the call. [b] The jury is out on DR... [/b] I like this one. I think I'll combine some things to give players multiple or better options. Ie, DR silver can also be affected by mithral. DR cold iron can also be affected by greensteel. DR adamantium can also be affected by orichalcum. Something like that, anyway. [/QUOTE]
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