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General Tabletop Discussion
*Pathfinder & Starfinder
Rules Cleanup - Weapons and Implements, Bonuses and Plusses
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<blockquote data-quote="Destil" data-source="post: 5551975" data-attributes="member: 1980"><p>So I don't forget:</p><p></p><p>Move mastery feats to Paragon Tier, add Level 18 Prerequisite. Level 21 'combat mastery' has no requirements. Remove ability to retrain feats cross tier so you have a small mechanical advantage for getting the harder to attain mastery.</p><p></p><p>Critical thoughts: Extra crit damage means multi-attacks are still most likely the optimal choices (even after killing bracers and staff of ruin). Very minor issue, no solution so far worth the lack of elegance (+2d6 per tier crits, for example). A 2d8 +2 superior weapon is most likely overpowered on a crit at high level, hence 2d6 brutal 1. Need to watch when scaling dice here.</p><p></p><p>Two weapon fighting is spot on compared to what you'd get from a two-hander.... for 1[W] attacks. So it versatile.</p><p></p><p>Defensive feels like it should be 2 points by the above chart. Think this solves superior weapon training: model after Hafted Defense. Removed the damn war-spear and there's a reason to use the martial pole-arms (a one, no prerequisite feat that gives bonus on-par with Superior Weapon Prof).</p><p></p><p>Need a way to keep weapelement users from ever taking two feats. Superior weapon and implement need to be bundled at some level.</p><p></p><p>Implements are problematic in general, I don't want a list of dozens of redundant ones. Identify the best/most versatile/most class fitting 6 or so properties and stick those in the list, use feats for the rest. Focus (you have one focus slot, adds plusses and crit to weapons) vs. one handed vs. two handed needs to be valued.</p></blockquote><p></p>
[QUOTE="Destil, post: 5551975, member: 1980"] So I don't forget: Move mastery feats to Paragon Tier, add Level 18 Prerequisite. Level 21 'combat mastery' has no requirements. Remove ability to retrain feats cross tier so you have a small mechanical advantage for getting the harder to attain mastery. Critical thoughts: Extra crit damage means multi-attacks are still most likely the optimal choices (even after killing bracers and staff of ruin). Very minor issue, no solution so far worth the lack of elegance (+2d6 per tier crits, for example). A 2d8 +2 superior weapon is most likely overpowered on a crit at high level, hence 2d6 brutal 1. Need to watch when scaling dice here. Two weapon fighting is spot on compared to what you'd get from a two-hander.... for 1[W] attacks. So it versatile. Defensive feels like it should be 2 points by the above chart. Think this solves superior weapon training: model after Hafted Defense. Removed the damn war-spear and there's a reason to use the martial pole-arms (a one, no prerequisite feat that gives bonus on-par with Superior Weapon Prof). Need a way to keep weapelement users from ever taking two feats. Superior weapon and implement need to be bundled at some level. Implements are problematic in general, I don't want a list of dozens of redundant ones. Identify the best/most versatile/most class fitting 6 or so properties and stick those in the list, use feats for the rest. Focus (you have one focus slot, adds plusses and crit to weapons) vs. one handed vs. two handed needs to be valued. [/QUOTE]
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