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<blockquote data-quote="Celebrim" data-source="post: 6300863" data-attributes="member: 4937"><p>Since most or all of your senses are reactive, I don't think this justification applies.</p><p></p><p></p><p></p><p>Differentiation is great. I approve. But a deeper bonus makes the differentiation far more salient than a +1 in six different abilities would anyway. And a bonus can be broad while still allowing differentiation. For example, my suggestion of 'Pick two, but you have to stick with them' provides more than 100 possible choices, while still being simple to track. It also avoids the problem where, if you must choose one, you are pretty much certain to pick primarily on the basis of mechanical utility.</p><p></p><p></p><p></p><p>Compare Guarded Mind with Astute and Daring. All fear effects are mind effecting, so all you gain with Daring is a minor bonus to a minor skill and what you lose is a bonus to all of those other mind effecting powers. Most illusions that provide for a saving throw are also mind effecting, but guarded mind also protects you from those fear effects and most enchantment spell spells (crucially compulsions). Guarded mind is less strictly better compared to Astute than it was versus Daring, but its still the easy winner. </p><p></p><p>Sixth Sense is amazing. Bonus to initiative of up to +6 and also a +6 <em>insight</em> bonus to AC when surprised. Both are going to be frequently game changers. If you win surprise, you'll likely go twice in a row (hello sneak attack!!) and if you lose surprise then between this and Uncanny Dodge your AC jumps up to the point you are a bad target. Go pick on someone else.</p><p></p><p>And Dauntless protects against a enormous number of save or die effects that show up routinely in high level play.</p><p></p><p>Compared to say Resourceful. Not only is resourceful not even a 1 per session type power, but it seldom is going to be a life and death situation when you use it, and the advantage it gives you is easily replaced by a minor spell effects like 'create food and water' or 'endure elements'. It's nice and flavorful, but I'm not going to be wasting my +1 bonuses on it.</p><p></p><p></p><p></p><p>In general, I agree with the idea of having customizable class abilities. I disagree with the notion of creating specialists. In fact, while I didn't pick on it at the time, I think the idea of reducing the breadth of the rogue's class skills while making them super good at 'that one thing' is a terrible idea. It's all the worst features of point buy and all the worst features of classed based at the same time.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6300863, member: 4937"] Since most or all of your senses are reactive, I don't think this justification applies. Differentiation is great. I approve. But a deeper bonus makes the differentiation far more salient than a +1 in six different abilities would anyway. And a bonus can be broad while still allowing differentiation. For example, my suggestion of 'Pick two, but you have to stick with them' provides more than 100 possible choices, while still being simple to track. It also avoids the problem where, if you must choose one, you are pretty much certain to pick primarily on the basis of mechanical utility. Compare Guarded Mind with Astute and Daring. All fear effects are mind effecting, so all you gain with Daring is a minor bonus to a minor skill and what you lose is a bonus to all of those other mind effecting powers. Most illusions that provide for a saving throw are also mind effecting, but guarded mind also protects you from those fear effects and most enchantment spell spells (crucially compulsions). Guarded mind is less strictly better compared to Astute than it was versus Daring, but its still the easy winner. Sixth Sense is amazing. Bonus to initiative of up to +6 and also a +6 [I]insight[/I] bonus to AC when surprised. Both are going to be frequently game changers. If you win surprise, you'll likely go twice in a row (hello sneak attack!!) and if you lose surprise then between this and Uncanny Dodge your AC jumps up to the point you are a bad target. Go pick on someone else. And Dauntless protects against a enormous number of save or die effects that show up routinely in high level play. Compared to say Resourceful. Not only is resourceful not even a 1 per session type power, but it seldom is going to be a life and death situation when you use it, and the advantage it gives you is easily replaced by a minor spell effects like 'create food and water' or 'endure elements'. It's nice and flavorful, but I'm not going to be wasting my +1 bonuses on it. In general, I agree with the idea of having customizable class abilities. I disagree with the notion of creating specialists. In fact, while I didn't pick on it at the time, I think the idea of reducing the breadth of the rogue's class skills while making them super good at 'that one thing' is a terrible idea. It's all the worst features of point buy and all the worst features of classed based at the same time. [/QUOTE]
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