StreamOfTheSky
Adventurer
I noticed something I hadn't given much thought to as I ran an adventure last night, but is really bothering me now.
One of the players is a Half-Giant (and thus has powerful build) that uses a Whip-dagger and specializes in Setting Sun throws. Obviously, he generally chooses the "strength option," especially since he left his dexterity at 6. He did VERY well, counter charging, tripping, and throwing successfully almost every attempt. Which is fine, since at AC 13, he's also a giant walking punching bag for damage.
My issue was the realization that he was getting far more benefit out of the maneuvers than the discipline's "target" practictioner, a smallish dex-based fighter. I don't mind if the benefits were equal even, but the checks are just plain easier to make for larger, strong users. I checked Mighty Throw, which most of the throw maneuvers reference, just to fully digest the synergy at work. You generally get a static +4 bonus, can choose str or dex, and since it's a trip check, you are implicitly allowed size bonus. Not only is this not true in reverse for a dexterity throw (+4 for each size smaller than medium), I'm starting to think, per RAW, a small swordsage would actually suffer a -4 penalty on any throw attempt!
Am I alone in finding this mildly revolting and completely contradictory to the flavor text of...just about everything about the discipline? If not, what should be done about it? Add in a "reverse" size bonus for dex-throws? That would just screw over medium sized characters more, though. Remove size bonuses from strength throws (and obviously from dex ones)? I'm not sure. Doesn't make logical sense you're making a trip check but not using size, and it's always difficult to impose a nerf on a character after the game's started. Especially since a) I helped him build this character and b) because of of role-playing, he's chosen to make some sub-par decisions in the build to better fit his vision (like the aforementioned crud AC) and as a result, on the whole, his character isn't overpowered.
But still, I'd like to fix how the system works to better fit the flavor text, even if I have to dance around not making it affect his character.
One of the players is a Half-Giant (and thus has powerful build) that uses a Whip-dagger and specializes in Setting Sun throws. Obviously, he generally chooses the "strength option," especially since he left his dexterity at 6. He did VERY well, counter charging, tripping, and throwing successfully almost every attempt. Which is fine, since at AC 13, he's also a giant walking punching bag for damage.
My issue was the realization that he was getting far more benefit out of the maneuvers than the discipline's "target" practictioner, a smallish dex-based fighter. I don't mind if the benefits were equal even, but the checks are just plain easier to make for larger, strong users. I checked Mighty Throw, which most of the throw maneuvers reference, just to fully digest the synergy at work. You generally get a static +4 bonus, can choose str or dex, and since it's a trip check, you are implicitly allowed size bonus. Not only is this not true in reverse for a dexterity throw (+4 for each size smaller than medium), I'm starting to think, per RAW, a small swordsage would actually suffer a -4 penalty on any throw attempt!
Am I alone in finding this mildly revolting and completely contradictory to the flavor text of...just about everything about the discipline? If not, what should be done about it? Add in a "reverse" size bonus for dex-throws? That would just screw over medium sized characters more, though. Remove size bonuses from strength throws (and obviously from dex ones)? I'm not sure. Doesn't make logical sense you're making a trip check but not using size, and it's always difficult to impose a nerf on a character after the game's started. Especially since a) I helped him build this character and b) because of of role-playing, he's chosen to make some sub-par decisions in the build to better fit his vision (like the aforementioned crud AC) and as a result, on the whole, his character isn't overpowered.
But still, I'd like to fix how the system works to better fit the flavor text, even if I have to dance around not making it affect his character.