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<blockquote data-quote="doctorbadwolf" data-source="post: 6945221" data-attributes="member: 6704184"><p><em>well, no</em></p><p></p><p>I've played it, and it works fine with just the one feat, regardless of race. Obviously you do the same level of weapon focusing you do with any other weapon choice, so i'm not going to count things like Expertise. </p><p></p><p>The only thing you're missing out on is the ability to specialize <em>more</em> by going with a light blade, which is something you only need to do in optimized games. Otherwise, it's 100% optional to go any further than an expertise feat for the basic system math. </p><p></p><p></p><p>Now, again, if you don't mind using a one handed sword instead of the classic Bushido two hands style most folk associate with samurai, rapier is a better choice. If you want to dual wield, rapier and short sword is great. </p><p></p><p>We ended up doing a bunch of houserules that eventually made the feat redundant by just basically making it part of how the rogue class works, and letting any feat that relied on light blades work for versatile or one handed heavy blades and a couple other weapons, including staff. But before we started houseruling 4e, the feat worked fine.</p><p></p><p>edit: we are also heavily reigning in stacking damage bonuses. IN fact, what we've come to right now, and it may stay for the long run, is that there are only the Feat Bonus, Item Bonus, Enchantment Bonus, and Situational Bonuses. Untyped bonuses get pushed into a category based on where you get them. IE, if it's from a feat, it's a feat bonus. Bonuses from class, PP, and ED features are trickier, but we rarely have a problem there. We've discussed treating those all as one kind of bonus, too, for the purpose of determining if they stack. </p><p></p><p>So, the abuse of light blades with multi-attacking is less severe. </p><p></p><p>We also are working out reworking the basic math. the hardest part, in terms of work time to get it done, is working out a conversion system to apply to monsters based on role and level, so we don't have to go in ahead of time and rewrite a whole book worth of monsters just to play the game. </p><p></p><p>Or we may just delete the attack/defense math from the game, and replace it with new shared numbers on a much slower progression, like 5e did.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 6945221, member: 6704184"] [I]well, no[/I] I've played it, and it works fine with just the one feat, regardless of race. Obviously you do the same level of weapon focusing you do with any other weapon choice, so i'm not going to count things like Expertise. The only thing you're missing out on is the ability to specialize [I]more[/I] by going with a light blade, which is something you only need to do in optimized games. Otherwise, it's 100% optional to go any further than an expertise feat for the basic system math. Now, again, if you don't mind using a one handed sword instead of the classic Bushido two hands style most folk associate with samurai, rapier is a better choice. If you want to dual wield, rapier and short sword is great. We ended up doing a bunch of houserules that eventually made the feat redundant by just basically making it part of how the rogue class works, and letting any feat that relied on light blades work for versatile or one handed heavy blades and a couple other weapons, including staff. But before we started houseruling 4e, the feat worked fine. edit: we are also heavily reigning in stacking damage bonuses. IN fact, what we've come to right now, and it may stay for the long run, is that there are only the Feat Bonus, Item Bonus, Enchantment Bonus, and Situational Bonuses. Untyped bonuses get pushed into a category based on where you get them. IE, if it's from a feat, it's a feat bonus. Bonuses from class, PP, and ED features are trickier, but we rarely have a problem there. We've discussed treating those all as one kind of bonus, too, for the purpose of determining if they stack. So, the abuse of light blades with multi-attacking is less severe. We also are working out reworking the basic math. the hardest part, in terms of work time to get it done, is working out a conversion system to apply to monsters based on role and level, so we don't have to go in ahead of time and rewrite a whole book worth of monsters just to play the game. Or we may just delete the attack/defense math from the game, and replace it with new shared numbers on a much slower progression, like 5e did. [/QUOTE]
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