Urban Ranger is probably the best overall class for that AP. I played a Gnome Illusionist in that campaign and didn't feel particularly over powered at all (although toppling spell is a good metamagic feat for the AP). I wasn't thrilled with the AP overall though and felt it was pretty weak. I was hoping for more intrigue and thievery, but it felt much like a standard adventure. Oh well, it was still fun since I played with friends.
Back to the thread topic. Durations are an issue I have. Rounds/Minutes/Hours/Days. I've just switched to Instantaneous, Encounter and Daily and it hasn't really impacted anything other than time saved tracking things.
I also have an issue with flanking which I changed to, "if a creature is flanked, it is considered flanked for all other creatures."
Wands. I changed them to two types of wands. Eternal (3/day, single spell) replaces the traditional wand and then I added Replacement (cast the spell in the wand instead of your own spell).
Selective Channeling Feat. I just built it into the cleric class. It annoyed players.
Random Hit points. I just max all hp for everyone and everything. It makes fights last a wee bit longer
The difficulty for players to understand the action economy of the game. Full round actions, standard actions, move actions, swift actions, immediate actions, attack actions, casting a spell, 5 feet step, attacks of opportunity, etc, etc. This isn't so much that it doesn't work, as the presentation of how it works is a little garbled.
CMD/CMB doesn't work for me. It's either too good or too sucky, there's no good baseline. I would have much rather had a new saving throw introduced (based off of str) that was rolled to determine effect of a successful touch attack on a maneuver. (i.e. TRIP: Touch attack. Success. Opponent rolls Str saving throw to resist).
Rogue should be built with full BAB. Monk should be an archetype (maneuver specialist?).
Spells should be unique to each class. Sorcerer/Druid should be built more similar to the 3x warlock rather than regular casters (cleric/wizard).
Fight should have stances that they can switch between.
That's all for now.
Back to the thread topic. Durations are an issue I have. Rounds/Minutes/Hours/Days. I've just switched to Instantaneous, Encounter and Daily and it hasn't really impacted anything other than time saved tracking things.
I also have an issue with flanking which I changed to, "if a creature is flanked, it is considered flanked for all other creatures."
Wands. I changed them to two types of wands. Eternal (3/day, single spell) replaces the traditional wand and then I added Replacement (cast the spell in the wand instead of your own spell).
Selective Channeling Feat. I just built it into the cleric class. It annoyed players.
Random Hit points. I just max all hp for everyone and everything. It makes fights last a wee bit longer
The difficulty for players to understand the action economy of the game. Full round actions, standard actions, move actions, swift actions, immediate actions, attack actions, casting a spell, 5 feet step, attacks of opportunity, etc, etc. This isn't so much that it doesn't work, as the presentation of how it works is a little garbled.
CMD/CMB doesn't work for me. It's either too good or too sucky, there's no good baseline. I would have much rather had a new saving throw introduced (based off of str) that was rolled to determine effect of a successful touch attack on a maneuver. (i.e. TRIP: Touch attack. Success. Opponent rolls Str saving throw to resist).
Rogue should be built with full BAB. Monk should be an archetype (maneuver specialist?).
Spells should be unique to each class. Sorcerer/Druid should be built more similar to the 3x warlock rather than regular casters (cleric/wizard).
Fight should have stances that they can switch between.
That's all for now.
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