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<blockquote data-quote="Nifft" data-source="post: 2888164" data-attributes="member: 6562"><p>More instead-of. </p><p></p><p>The ability boosts are currently a bit unbalanced -- there are some people for whom a Dex bonus will be useless, but for the Barbarian's anticipated role, a bigger Str is never bad.</p><p></p><p>The movement modes are unbalanced -- Fly 10 ft. is nearly useless by level 6 (though nice when you get it), but burrow 10 ft. is always really strong. (The opposite of what you'd think, right?)</p><p></p><p>This might be more balanced (benefits accrue by level):</p><p></p><p> - Air 1: <em>feather fall</em> at will</p><p> - Air 10: You hover up to one foot above the ground at all times. Rough terrain means nothing to you. You leave no trail. You can "walk" over liquid that forms a consistant flat surface (anything with a normal Swim check).</p><p></p><p> - Fire 1: +10 ft. movement</p><p> - Fire 10: You can run up any wooden, oiled, or otherwise flamable surface, so long as you end on a surface that can support you. When you run up or accross the surface, you ignite it, leaving a trail of flame that consumes the flamable part.</p><p></p><p> - Earth 1: Stability (+4 vs. trip & bull rush).</p><p> - Earth 10: Burrow speed equal to your base move, but only while Raging.</p><p></p><p> - Water 1: Dodge & Mobility, and a Swim speed equal to half your base move</p><p> - Water 10: Swim speed equal to your full base move and <em>water breathing</em> (Ex)</p><p></p><p> -- N</p><p></p><p>PS: Water is a tad stronger than the others because it's less likely to come into play. Unless ALL PCs take some water-theme stuff, it's not likely that the party will go for an all-under-water adventure.</p></blockquote><p></p>
[QUOTE="Nifft, post: 2888164, member: 6562"] More instead-of. The ability boosts are currently a bit unbalanced -- there are some people for whom a Dex bonus will be useless, but for the Barbarian's anticipated role, a bigger Str is never bad. The movement modes are unbalanced -- Fly 10 ft. is nearly useless by level 6 (though nice when you get it), but burrow 10 ft. is always really strong. (The opposite of what you'd think, right?) This might be more balanced (benefits accrue by level): - Air 1: [i]feather fall[/i] at will - Air 10: You hover up to one foot above the ground at all times. Rough terrain means nothing to you. You leave no trail. You can "walk" over liquid that forms a consistant flat surface (anything with a normal Swim check). - Fire 1: +10 ft. movement - Fire 10: You can run up any wooden, oiled, or otherwise flamable surface, so long as you end on a surface that can support you. When you run up or accross the surface, you ignite it, leaving a trail of flame that consumes the flamable part. - Earth 1: Stability (+4 vs. trip & bull rush). - Earth 10: Burrow speed equal to your base move, but only while Raging. - Water 1: Dodge & Mobility, and a Swim speed equal to half your base move - Water 10: Swim speed equal to your full base move and [i]water breathing[/i] (Ex) -- N PS: Water is a tad stronger than the others because it's less likely to come into play. Unless ALL PCs take some water-theme stuff, it's not likely that the party will go for an all-under-water adventure. [/QUOTE]
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