Deset Gled said:
Regarding the comments that Ki shouldn't be related to Wis because it represents life force, I tend to disagree. I don't think Ki abilities are a measure of life force so much as they are the measure of ones ability to tap into that life force. Thus, the characters experience in using their body, and channeling their energy should be the factor being used.
In terms of the game, most Ki abilities are really made for either monks or samurai. In terms of roleplaying, these characters should be wise and knowledgable, so using Wis to go along with Ki is also justifiable that way. In terms of Dragonball (and my limited knowledge of it), what about characters like Master Roshi? He's an old guy thats probably pretty frail and shouldn't have a high Con score, but he's trained a lot and would have learned attacks like the Kamehameha through a long amount of time learning and channeling, not because he's strong.
ANYONE, regardless of their Wisdom, should be able to access ki.
Regardless, one of the biggest pieces of proof is the very definition of ki itself, which is literally life force. That means the more life force (hit points in terms of the game) one has, the more ki one can use.
Deset Gled said:
I guess this is really the point where I disagree. Wisdom obviously isn't a perfect measurment of channeling ability, but I think that accessing ki should be harder to do that just gaining a feat along the way. Some others ways that I think make sense if you don't like wisdom would be the Concentration skill, or a new skill based on Constitution or Wisdom. At any rate, I don't think a knowledge skill is any better than Wis, because an Int skill seems much less likely than a Wis one.
Deset Gled said:
This does make a lot of sense, but it refers to the pool that a character has to pull ki from, not their ability to pull it out of that pool (basically, having ki doesn't mean you can use it freely). Perhaps hit points could in some way limit the number of times a character can use ki in a day? For a lot of things I've read, ki attacks take up a stunning attack to use them (assuming that the character is a monk), or are only usable a few number of times a day. Perhaps instead of that, take the subdual damage that you have a character taking when they use ki attacks, and add those number up cummulatively throughout the day, then only allow the characters to continue using ki until that number reaches their number of hit points. This system is very similar to the way a psion uses power points. Taking subdual damage for using at attack seems a little too light of a punishment, because it's treatable too easily.
Deset Gled said:
I guess one of my overall feelings is that you're going to allow characters to use ki attacks that are too powerful without paying enough of a cost for using them. For most game settings, its a little unbalaced. It is, however, a lot simpler, so if it works in your games, go for it.
Gryphon said:
I did a nice big book of Feats myself, got somewhat slated for it on here actually. Which mighty peeved me actually.
It also got the attention of WOTC, and I found I didn't understand the OGL properly. BIG WOOPS there, seriously big WOOPS.
Gryphon said:
Quite like what you have here, they duplicate or parallel what I did, which shows many of us are on a similar course with these things. Unfortunately one of the things I got a caning over rom WOTC was the use of things like Dragons Toughness and so on because they are apparently not OGL. Only the stuff in the Core Rule Books are the only ones we can republish. Just thought I would give you a Word of warning m8.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.