Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Will Power magic system supplement online, free!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Zerakon" data-source="post: 1070822" data-attributes="member: 12921"><p><strong>Are these martial feats balanced?</strong></p><p></p><p>Well, for v0.42 I'm trying to tweak the martial <em>Way</em> feats so that they are reasonably balanced. For those (most) of you who haven't downloaded the rules, the concept is that in the <em>Will Power</em> system, each character gains Will Points at each level; these Will Points are the <em>mystical strength</em> of that person - used to power up any of the triad of mystical mechanics: heroism, supernatural powers, or magic.</p><p></p><p>There is no <em>Will Power</em> monk class, instead any character can choose martial feats that give monkish powers. Each of the <em>Way</em> feats allows a character to spend Will Points to activate the corresponding power.</p><p></p><p>I'm finding it interesting that a monkish fighter will accumulate these feats faster but have less Will Points to spend on using them, because of a d4 Will Die. A monkish priest will attain them more slowly but be able to use them more often because of a d10 Will Die.</p><p></p><p>Anyway, here are the 5 Will Point-based martial feats, and I'm wondering if anyone can spot any immediate balance problems within them. In other words, if you are given a limited supply of Will Points to activate them, do any of them seem like they wouldn't be worth activating?</p><p></p><p><strong>WAY OF BALANCE [general][fighter]</strong></p><p>You are a master of the elements and have improved powers in all of the martial skills.</p><p><strong>Prerequisites:</strong> Wis 15, Way of Earth, Way of Fire, Way of Water, Way of Wind.</p><p><strong>Benefit:</strong> When you have Way of Balance, your skill in each of the four elemental (Earth, Fire, Water, and Wind) way feats is improved. See each of those feats for details.</p><p></p><p><strong>WAY OF EARTH [general][fighter]</strong></p><p>You are trained in a strange form of martial arts defense, using your mental fortitude to increase your ability to deflect damage in combat.</p><p><strong>Prerequisites:</strong> Wis 13, Toughness, Level 4+.</p><p><strong>Benefit:</strong> When wearing no armor or shield, you may, as a free action, burn Nx2 Will Points to gain DR N/+1 for one round. You can only burn a number of Will Points equal to your level divided by 2. So, at 4th-7th levels, you can burn 2 Will Points to gain DR 1/+1, at 8th-11th levels, you can burn up to 4 Will Points to gain DR 2/+1, etc.</p><p><strong>Special:</strong> If you have Way of Balance, you gain an additional DR bonus equal to your level divided by 5 when activating Way of Earth.</p><p></p><p><strong>WAY OF FIRE [general][fighter]</strong></p><p>You are trained in a strange form of martial arts attack, using your mental fortitude to increase your ability to deliver damage with your unarmed attacks.</p><p><strong>Prerequisites:</strong> Wis 13, Improved Unarmed Strike.</p><p><strong>Benefit:</strong> When wearing no armor or shield and holding no weapon, you can burn 1 Will Point to use Way of Fire as a full attack. Your unarmed damage raises to 1d6 + your level divided by four. You gain additional unarmed attacks faster, based on your primary attack bonus minus 4. For example, if your base attack bonus is +5, your unarmed attack bonus is +5/+1. If your base attack bonus is +10, your unarmed attack bonus is +10/+6/+2.</p><p><strong>Special:</strong> If you have Way of Balance, when you activate Way of Fire, you may burn 2 additional Will Points to perform a <em>flurry of fire</em>, and gain an extra attack at your full attack bonus.</p><p></p><p><strong>WAY OF WATER [general][fighter]</strong></p><p>You are trained in a strange form of martial arts defense, using your mental fortitude to increase your ability to avoid blows in combat.</p><p><strong>Prerequisites: Wis 13, Dodge.</strong></p><p><strong>Benefit:</strong> When wearing no armor or shield, you may, as a free action, burn 1 Will Point to add your Wisdom modifier to your Armor Class for one round.</p><p><strong>Special:</strong> If you have Way of Balance, you gain an additional Armor Class bonus equal to your level divided by 5 when activating Way of Water.</p><p></p><p><strong>WAY OF WIND [general][fighter]</strong></p><p>You can temporarily increase your speed using your training in a strange martial art.</p><p><strong>Prerequisites:</strong> Wis 13, Run.</p><p><strong>Benefit:</strong> When wearing no armor or shield and not encumbered with medium or heavy load, you may activate Way of Wind as a free action to increase your base movement rate for one round. Your options:</p><p>Burn 1 Will Point for a 5’ increase.</p><p>Burn 2 Will Points for a 10’ increase.</p><p>Burn 4 Will Points for a 15’ increase.</p><p>Burn 8 Will Points for a 20’ increase.</p><p><strong>Special:</strong> If you have Way of Balance, double all movement gains when activating Way of Wind.</p><p></p><p>Note that the current design allows <em>Will Power</em> martial fighters to activate these powers even while holding a weapon, but not with armor or shield. That is, you could activate Way of Wind and Way of Water and attack with a two-handed sword. Is that too powerful, I wonder?</p><p></p><p>-- Zerakon the Game Mage</p></blockquote><p></p>
[QUOTE="Zerakon, post: 1070822, member: 12921"] [b]Are these martial feats balanced?[/b] Well, for v0.42 I'm trying to tweak the martial [i]Way[/i] feats so that they are reasonably balanced. For those (most) of you who haven't downloaded the rules, the concept is that in the [i]Will Power[/i] system, each character gains Will Points at each level; these Will Points are the [i]mystical strength[/i] of that person - used to power up any of the triad of mystical mechanics: heroism, supernatural powers, or magic. There is no [i]Will Power[/i] monk class, instead any character can choose martial feats that give monkish powers. Each of the [i]Way[/i] feats allows a character to spend Will Points to activate the corresponding power. I'm finding it interesting that a monkish fighter will accumulate these feats faster but have less Will Points to spend on using them, because of a d4 Will Die. A monkish priest will attain them more slowly but be able to use them more often because of a d10 Will Die. Anyway, here are the 5 Will Point-based martial feats, and I'm wondering if anyone can spot any immediate balance problems within them. In other words, if you are given a limited supply of Will Points to activate them, do any of them seem like they wouldn't be worth activating? [b]WAY OF BALANCE [general][fighter][/b] You are a master of the elements and have improved powers in all of the martial skills. [b]Prerequisites:[/b] Wis 15, Way of Earth, Way of Fire, Way of Water, Way of Wind. [b]Benefit:[/b] When you have Way of Balance, your skill in each of the four elemental (Earth, Fire, Water, and Wind) way feats is improved. See each of those feats for details. [b]WAY OF EARTH [general][fighter][/b] You are trained in a strange form of martial arts defense, using your mental fortitude to increase your ability to deflect damage in combat. [b]Prerequisites:[/b] Wis 13, Toughness, Level 4+. [b]Benefit:[/b] When wearing no armor or shield, you may, as a free action, burn Nx2 Will Points to gain DR N/+1 for one round. You can only burn a number of Will Points equal to your level divided by 2. So, at 4th-7th levels, you can burn 2 Will Points to gain DR 1/+1, at 8th-11th levels, you can burn up to 4 Will Points to gain DR 2/+1, etc. [b]Special:[/b] If you have Way of Balance, you gain an additional DR bonus equal to your level divided by 5 when activating Way of Earth. [b]WAY OF FIRE [general][fighter][/b] You are trained in a strange form of martial arts attack, using your mental fortitude to increase your ability to deliver damage with your unarmed attacks. [b]Prerequisites:[/b] Wis 13, Improved Unarmed Strike. [b]Benefit:[/b] When wearing no armor or shield and holding no weapon, you can burn 1 Will Point to use Way of Fire as a full attack. Your unarmed damage raises to 1d6 + your level divided by four. You gain additional unarmed attacks faster, based on your primary attack bonus minus 4. For example, if your base attack bonus is +5, your unarmed attack bonus is +5/+1. If your base attack bonus is +10, your unarmed attack bonus is +10/+6/+2. [b]Special:[/b] If you have Way of Balance, when you activate Way of Fire, you may burn 2 additional Will Points to perform a [i]flurry of fire[/i], and gain an extra attack at your full attack bonus. [b]WAY OF WATER [general][fighter][/b] You are trained in a strange form of martial arts defense, using your mental fortitude to increase your ability to avoid blows in combat. [b]Prerequisites: Wis 13, Dodge.[/b] [b]Benefit:[/b] When wearing no armor or shield, you may, as a free action, burn 1 Will Point to add your Wisdom modifier to your Armor Class for one round. [b]Special:[/b] If you have Way of Balance, you gain an additional Armor Class bonus equal to your level divided by 5 when activating Way of Water. [b]WAY OF WIND [general][fighter][/b] You can temporarily increase your speed using your training in a strange martial art. [b]Prerequisites:[/b] Wis 13, Run. [b]Benefit:[/b] When wearing no armor or shield and not encumbered with medium or heavy load, you may activate Way of Wind as a free action to increase your base movement rate for one round. Your options: Burn 1 Will Point for a 5’ increase. Burn 2 Will Points for a 10’ increase. Burn 4 Will Points for a 15’ increase. Burn 8 Will Points for a 20’ increase. [b]Special:[/b] If you have Way of Balance, double all movement gains when activating Way of Wind. Note that the current design allows [i]Will Power[/i] martial fighters to activate these powers even while holding a weapon, but not with armor or shield. That is, you could activate Way of Wind and Way of Water and attack with a two-handed sword. Is that too powerful, I wonder? -- Zerakon the Game Mage [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Will Power magic system supplement online, free!
Top