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Wildwood Red in Tooth and Claw [OOC]
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<blockquote data-quote="Voadam" data-source="post: 3354900" data-attributes="member: 2209"><p>Party needs are pretty open to anything you want to play, there are two melee characters and one who specializes in ranged attacks and healing.</p><p></p><p>Rogues still get more skill points than anybody else and the modified trapfinding for an auto roll is pretty nifty for an adventurer IMO.</p><p></p><p>Scouts I've never been able to wrap my mind around skirmish for missile fire. I keep picturing this target paralyzed and the scout being more effective if he runs around the guy in a circle firing arrows or whatnot and no reason besides that is what the mechanics say happens. I can easily picture getting momentum up for a melee hit but the skirmish mechanics have nothing to do with catching an opponent off guard or making him lose his dex which are explanations I've heard and could get behind if the mechanics meshed for that.</p><p></p><p>I'll have to think about how I want to handle skirmish, I might leave it as is because situations where skirmish are silly are pretty rare, limit skirmish to melee, or change the mechanics so it works against opponents denied their dex and allow scout movement attacks to be something that generally denies dex except against uncanny dodge.</p><p></p><p>What type of scout concept are you thinking of?</p></blockquote><p></p>
[QUOTE="Voadam, post: 3354900, member: 2209"] Party needs are pretty open to anything you want to play, there are two melee characters and one who specializes in ranged attacks and healing. Rogues still get more skill points than anybody else and the modified trapfinding for an auto roll is pretty nifty for an adventurer IMO. Scouts I've never been able to wrap my mind around skirmish for missile fire. I keep picturing this target paralyzed and the scout being more effective if he runs around the guy in a circle firing arrows or whatnot and no reason besides that is what the mechanics say happens. I can easily picture getting momentum up for a melee hit but the skirmish mechanics have nothing to do with catching an opponent off guard or making him lose his dex which are explanations I've heard and could get behind if the mechanics meshed for that. I'll have to think about how I want to handle skirmish, I might leave it as is because situations where skirmish are silly are pretty rare, limit skirmish to melee, or change the mechanics so it works against opponents denied their dex and allow scout movement attacks to be something that generally denies dex except against uncanny dodge. What type of scout concept are you thinking of? [/QUOTE]
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