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<blockquote data-quote="fba827" data-source="post: 280298" data-attributes="member: 807"><p>No comment on this one just yet - will think about it.</p><p></p><p></p><p></p><p>Could work quite nicely. Would require changes to how you did trip and disarm (and any other actions I am missing?)</p><p></p><p></p><p></p><p>Not that it is a bad idea - but you do deminis the effectiveness and value of things like the Identify spell (and some of those other divinations). If you went this route, you'd probably want to add to what Identify and those other spells reveal or make them less costly/time consuming/etc -- ie. give them a reason to exist if people can know these things from learned lore rather than spells.</p><p></p><p></p><p></p><p>I like this one and was considering doing the same myself. Note, you'd probably want to get rid of the Expertise feat since that would be basically usless... (and you'd have to look at any feats that relay on the expertise feat as a prerequisite - though, many of them are the improved disarm, improved trip, etc that you'll be doing with the knockdown, etc)</p><p></p><p></p><p></p><p>One of the books refers to a Profession (trapmaker) or Craft (traps) -- can't recal which. I am sure you can use that skill title to do the exact same thing - simply a matter of the name you want to give it, I suppose.</p><p></p><p></p><p></p><p>No comment on this one just yet - will think about it.</p><p></p><p></p><p></p><p>I like this alternative to the current one - it just makes the calculations more cut and dry by taking away the vairable possibilities... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Simpler is usually better and in this case it wouldn't change the effectiveness of the feat too much.</p><p></p><p></p><p></p><p>Yes, same as Trip (more or less) so if you go with this, you'll want to take out Trip (and Improved Trip for Improved Knockdown)</p><p></p><p></p><p>Never seen it in action - so no comments on it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Go for it. It gets annoying when half the supplementry books have feats that give +2 to TWO skills... so why a feat that just gives +2 to one skill. So, go for it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>While I like this option and have been toying with doing just this. I keep coming back to one main reason not to.... </p><p>The way I understand feats, they were originally designed under the concept that they are things that a character can do / has. To implement this new(/change) feat Toughness, you'll be breaking that core concept; the core concept being that this isn't supposed to be something that increases with level but rather something that the character either has or doesn't have.</p><p></p><p></p><p></p><p>Anyway, just my rambles. Hopefully there are some insights scattered in there to help out somehow. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="fba827, post: 280298, member: 807"] No comment on this one just yet - will think about it. Could work quite nicely. Would require changes to how you did trip and disarm (and any other actions I am missing?) Not that it is a bad idea - but you do deminis the effectiveness and value of things like the Identify spell (and some of those other divinations). If you went this route, you'd probably want to add to what Identify and those other spells reveal or make them less costly/time consuming/etc -- ie. give them a reason to exist if people can know these things from learned lore rather than spells. I like this one and was considering doing the same myself. Note, you'd probably want to get rid of the Expertise feat since that would be basically usless... (and you'd have to look at any feats that relay on the expertise feat as a prerequisite - though, many of them are the improved disarm, improved trip, etc that you'll be doing with the knockdown, etc) One of the books refers to a Profession (trapmaker) or Craft (traps) -- can't recal which. I am sure you can use that skill title to do the exact same thing - simply a matter of the name you want to give it, I suppose. No comment on this one just yet - will think about it. I like this alternative to the current one - it just makes the calculations more cut and dry by taking away the vairable possibilities... ;) Simpler is usually better and in this case it wouldn't change the effectiveness of the feat too much. Yes, same as Trip (more or less) so if you go with this, you'll want to take out Trip (and Improved Trip for Improved Knockdown) Never seen it in action - so no comments on it. :) Go for it. It gets annoying when half the supplementry books have feats that give +2 to TWO skills... so why a feat that just gives +2 to one skill. So, go for it. :) While I like this option and have been toying with doing just this. I keep coming back to one main reason not to.... The way I understand feats, they were originally designed under the concept that they are things that a character can do / has. To implement this new(/change) feat Toughness, you'll be breaking that core concept; the core concept being that this isn't supposed to be something that increases with level but rather something that the character either has or doesn't have. Anyway, just my rambles. Hopefully there are some insights scattered in there to help out somehow. :) [/QUOTE]
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