Primitive Screwhead
First Post
Starting a thread for discussion/tweaks/comments specific to the Players guide. If we keep all the comments here it will be easier to track back over the discussion than trying to filter through other posts.
Copied from the main thread to spin the discussion off here
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First of all, I like the fluff and the crunch tie-ins to the various factions in Gates Pass. I think it would be possible to expand that one city and keep alot of adventures right in that area, even without a war.
But on to the nit-picks and 'I woulda...'s
Student of War, the wording is a bit weird. It looks like the feat allows a caster to spend longer in casting a spell in order to increase the spells DC by 1? WHy not replace the last line of the benefit with: "When you do so, the modified spell's save DC increases by +1 for each creature affected."... That makes it truely a useful ability for large scale battles. Rewriting to match a meta-magic affect might be a good thing as well.
Stand the Heat.. I get the idea of what this is meant for, but again, the wording is weird. It doesn't have D20 mechanics, instead has the physics of 'withstand temp as high as...'. Preferably it should provide Fire Resistance 15.
Leader Feats
Is the intent to make the Bard the primary combat leader? Using perform/chr does this. I would suggest a total re-write of this section and base it instead on an already present mechanic, the Leadership Score. {level+Chr+mods}. The Commander Class would add to this score. An additional mod, beyond those in RAW, would be a scale of proven combat:
> Civilian -3
> Greenhorn - 2
> REMF -1
> Combat Vet + 1
> Combat Expert + 2
> Combat Hero + 3
I like the concept and the intent. I haven't had the chance to really go over them closely, but have some general concepts as to how I would prefer them to work.
The 'Manuever Leader' feat is, IMO, too strong. I would probably have the benefit change to "As a standard action you can orchestrate the melee combat to inflict greater damage on your foes. All allies within range gain a Skirmish ability of +1D6. This stacks with any Skirmish damage the character might already have."
Operation Leader... Love it! Bit longwinded... but thats okay
Thanks again for this campaign set-up.. looking forward to the first adventure!
Copied from the main thread to spin the discussion off here
=======================================
First of all, I like the fluff and the crunch tie-ins to the various factions in Gates Pass. I think it would be possible to expand that one city and keep alot of adventures right in that area, even without a war.
But on to the nit-picks and 'I woulda...'s
Student of War, the wording is a bit weird. It looks like the feat allows a caster to spend longer in casting a spell in order to increase the spells DC by 1? WHy not replace the last line of the benefit with: "When you do so, the modified spell's save DC increases by +1 for each creature affected."... That makes it truely a useful ability for large scale battles. Rewriting to match a meta-magic affect might be a good thing as well.
Stand the Heat.. I get the idea of what this is meant for, but again, the wording is weird. It doesn't have D20 mechanics, instead has the physics of 'withstand temp as high as...'. Preferably it should provide Fire Resistance 15.
Leader Feats
Is the intent to make the Bard the primary combat leader? Using perform/chr does this. I would suggest a total re-write of this section and base it instead on an already present mechanic, the Leadership Score. {level+Chr+mods}. The Commander Class would add to this score. An additional mod, beyond those in RAW, would be a scale of proven combat:
> Civilian -3
> Greenhorn - 2
> REMF -1
> Combat Vet + 1
> Combat Expert + 2
> Combat Hero + 3
I like the concept and the intent. I haven't had the chance to really go over them closely, but have some general concepts as to how I would prefer them to work.
The 'Manuever Leader' feat is, IMO, too strong. I would probably have the benefit change to "As a standard action you can orchestrate the melee combat to inflict greater damage on your foes. All allies within range gain a Skirmish ability of +1D6. This stacks with any Skirmish damage the character might already have."
Operation Leader... Love it! Bit longwinded... but thats okay
Thanks again for this campaign set-up.. looking forward to the first adventure!
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