The Mighty jai Commander
 3235 Posts



 | | 06/26/2005 7:21 PM |
| | recovered topic 5205 | | | |
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The Mighty jai Commander
 3235 Posts



 | | 06/26/2005 7:21 PM |
| I believe the progression is: Foe - melee damage +5 Slayer - melee damage +10
Bane - melee attack +2 and damage +5
So perhaps we can upgrade foe to slayer, but bane seems to be a similar but separate thing. Maybe you can choose to upgrade from Foe to Slayer *or* Bane. Just a thought. | | | |
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The Defenestrator AesophDarkfable Warlord
 5628 Posts




 | | 06/26/2005 9:46 PM |
| quote: Originally posted by galneweinhaw
I Plan on updating the Eternal Campaign rules by the end of July, so I'd like us to start threads in specific areas we want to expand or imrove it in order to focus our discussion as suggested by Zippy.
Other topics we'd like those interested to start up specific threads on:
1. Psionics Progression 2. Spell Additions, Deletions, and Changes 3. Anything else you think needs improvement and are interested in taking up the cause for!
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WARLORD BONUS FEATS
Suggested Additions: X Bane - Lose X Foe ability gain X Bane ability (+2 Attack, +10 Damage) Intimidation - Gain Aura of Fear 2.
Suggested Changes: Power Attack - Each turn player may choose to gain: -5 Attack, +5 Damage.
Other: That non-spellcasters gain their first bonus feat at level 3 (as opposed to level 5)
I like the non-spellcaster feat at 3rd instead of 5.
For foe/Bane I think going from Foe, to either Bane or Slayer is a good idea.
I really really really like Intimidation.
I agree Power attack should be a turn based activity. Question on power attack how would it work if your warlord already has it listed on their RPG card? | | Im out- find me on Hordelings if you want to chat. | |
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E.C. Organizer galneweinhaw Commander
 2646 Posts




 | | 06/27/2005 12:21 AM |
| quote: Originally posted by AesophDarkfable
I agree Power attack should be a turn based activity. Question on power attack how would it work if your warlord already has it listed on their RPG card?
I would say this makes no difference. | | Join the Eternal Skirmish Campaign.
Be who you are and say what you feel, because those who mind don't matter and those who matter don't mind. ~Dr Seuss | |
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E.C. Organizer galneweinhaw Commander
 2646 Posts




 | | 06/27/2005 12:31 AM |
| quote: Originally posted by jai
Bane - melee attack +2 and damage +5
I'm confused, a search for "Bane" on Hordelings brings up these minis:
2 Dwarven Defender Lawful Good 55 15 Copper Samurai Chaotic Good 32 3 Gold Dwarf Fighter Lawful Good 29 42 Sahuagin Ranger Lawful Evil 15
All of their X Bane abilitis are: Melee Attack +2, Melee Damage +10. | | Join the Eternal Skirmish Campaign.
Be who you are and say what you feel, because those who mind don't matter and those who matter don't mind. ~Dr Seuss | |
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adept Warrior
 336 Posts




 | | 06/27/2005 2:43 AM |
| | mabey add the feat "dash" in. Gives warlord +1 (or +2) SDP. | | | |
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Zippy Underboss
 1992 Posts



 Whitewater, WI
 | | 06/27/2005 3:39 AM |
| | And perhaps: Spring Attack (which would give single attack melee warlords something useful). | | There are 10 kinds of people in the world; those who understand binary, and those who don't. Reference Thread, H/W List, Champion of the Catoblepas | |
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The Defenestrator AesophDarkfable Warlord
 5628 Posts




 | | 06/27/2005 3:49 AM |
| quote: Originally posted by Zippy
And perhaps: Spring Attack (which would give single attack melee warlords something useful).
Ug Spring attack as written for DDM is worthless as you take an AoO. | | Im out- find me on Hordelings if you want to chat. | |
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Zippy Underboss
 1992 Posts



 Whitewater, WI
 | | 06/27/2005 8:00 AM |
| quote: Originally posted by AesophDarkfable
quote: Originally posted by Zippy
And perhaps: Spring Attack (which would give single attack melee warlords something useful).
Ug Spring attack as written for DDM is worthless as you take an AoO.
Agreed. How about without taking the exiting AoO, useful then or too complicated to include? | | There are 10 kinds of people in the world; those who understand binary, and those who don't. Reference Thread, H/W List, Champion of the Catoblepas | |
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The Defenestrator AesophDarkfable Warlord
 5628 Posts




 | | 06/27/2005 8:25 AM |
| quote: Originally posted by Zippy
quote: Originally posted by AesophDarkfable
quote: Originally posted by Zippy
And perhaps: Spring Attack (which would give single attack melee warlords something useful).
Ug Spring attack as written for DDM is worthless as you take an AoO.
Agreed. How about without taking the exiting AoO, useful then or too complicated to include?
That makes it perfectly useful and thats how Wizards should have done it. | | Im out- find me on Hordelings if you want to chat. | |
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The Mighty jai Commander
 3235 Posts



 | | 06/27/2005 9:45 AM |
| quote: Originally posted by AesophDarkfable
quote: Originally posted by Zippy
And perhaps: Spring Attack (which would give single attack melee warlords something useful).
Ug Spring attack as written for DDM is worthless as you take an AoO.
Pounce? | | | |
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The Mighty jai Commander
 3235 Posts



 | | 06/27/2005 9:56 AM |
| quote: Originally posted by galneweinhaw
... Attack +2, Melee Damage +10.
Um, yep, that would be correct ... i must have stopped to think and continued my post without restarting ...
Foe, Slayer, Bane it is! Foe: melee damage +5 Slayer: melee damage +10 Bane: melee attack +2, melee damage +10 | | | |
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Zippy Underboss
 1992 Posts



 Whitewater, WI
 | | 06/27/2005 12:06 PM |
| Pounce?
Pounce further benefits the few multi-attack melee warlords, but in combination with shield bash could be useful. | | There are 10 kinds of people in the world; those who understand binary, and those who don't. Reference Thread, H/W List, Champion of the Catoblepas | |
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E.C. Organizer galneweinhaw Commander
 2646 Posts




 | | 06/27/2005 2:37 PM |
| quote: Originally posted by jai
quote: Originally posted by galneweinhaw
... Attack +2, Melee Damage +10.
Um, yep, that would be correct ... i must have stopped to think and continued my post without restarting ...
Foe, Slayer, Bane it is! Foe: melee damage +5 Slayer: melee damage +10 Bane: melee attack +2, melee damage +10
Do you think we should have both feats? ie Foe->Slayer->Bane? or just Foe->Slayer or Foe->Bane.... do you thinkm anyone would choose Slayer->Bane since they will only be gaining a +2 att?
| | Join the Eternal Skirmish Campaign.
Be who you are and say what you feel, because those who mind don't matter and those who matter don't mind. ~Dr Seuss | |
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E.C. Organizer galneweinhaw Commander
 2646 Posts




 | | 06/27/2005 3:00 PM |
| quote: Originally posted by adept
mabey add the feat "dash" in. Gives warlord +1 (or +2) SDP.
That's a good idea. Do you think it should be a one time use thing? like
Gain [] Speed +2
or permanent
Gain Speed +1
?? | | Join the Eternal Skirmish Campaign.
Be who you are and say what you feel, because those who mind don't matter and those who matter don't mind. ~Dr Seuss | |
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adept Warrior
 336 Posts




 | | 06/27/2005 3:20 PM |
| quote: Originally posted by galneweinhaw
quote: Originally posted by adept
mabey add the feat "dash" in. Gives warlord +1 (or +2) SDP.
That's a good idea. Do you think it should be a one time use thing? like
Gain [] Speed +2
or permanent
Gain Speed +1
??
I think the feat would do better as the permanent +1. The feat dash in the song and silence(also in other D&D books) allows you to add +5ft movement to your speed if you are wearing light or no armor. To make it simple I suggest just adding on 1 movement to the speed regardless of the type of armor they are wearing. This should help offset one of the biggest problems in the 2 lawful factions.
I also just thought of a feat that gave a commander improved countersong if they already have the regular countersong ability. | | | |
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AngryIrish Warrior
 313 Posts




 | | 06/27/2005 3:50 PM |
| I like the idea of the spring attack with no AOO. Makes it a lot more useful. Could call it something like, improved spring attack.
Two additions.
Whirlwind Attack- Gain whirlwind attack, pretty straight forward.
Improved Trip- Gain Stunning Attack [] DC? (i think this is why the wolf has the stun attack, because of trip, but i may be wrong) Could make it so that it only does 5 or 10 damage too. | | "I'm feelin pretty good today. I don't think anything could make me angry" "The English" "AAAAARRRRGGGGGG" | |
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The Mighty jai Commander
 3235 Posts



 | | 06/27/2005 3:59 PM |
| quote: Originally posted by AngryIrish
Improved Trip- Gain Stunning Attack [] DC? (i think this is why the wolf has the stun attack, because of trip, but i may be wrong) Could make it so that it only does 5 or 10 damage too.
That is how i always understood it. | | | |
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E.C. Organizer galneweinhaw Commander
 2646 Posts




 | | 06/28/2005 11:45 AM |
| quote: Originally posted by adept
I also just thought of a feat that gave a commander improved countersong if they already have the regular countersong ability.
What do you think this feat should do?
Increase the range of countersong? | | Join the Eternal Skirmish Campaign.
Be who you are and say what you feel, because those who mind don't matter and those who matter don't mind. ~Dr Seuss | |
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The Defenestrator AesophDarkfable Warlord
 5628 Posts




 | | 06/28/2005 1:40 PM |
| quote: Originally posted by galneweinhaw
quote: Originally posted by adept
I also just thought of a feat that gave a commander improved countersong if they already have the regular countersong ability.
What do you think this feat should do?
Increase the range of countersong?
That would be CRAZY if it could increase the range of countersong/improved countersong. No one would want to play Thom Waits. Ever. | | Im out- find me on Hordelings if you want to chat. | |
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E.C. Organizer galneweinhaw Commander
 2646 Posts




 | | 06/28/2005 2:24 PM |
| Some more feats for discussion... Psionics ones! =)
Body Fuel* - Recover 4 pp, but gain -1 Att, -1AC, and 5 damage.
Wild Talent - Gain 1pp and one 1st level power (any creature can take this)
Overchannel* - Swift Action; 5 damage, and spell does +5 damage.
Unconditional Power* - [] Creature may use a psionic power under any condition (including Stun, Paralyzed, Confused etc.)
*Must have gained at least 1 SPL
And these existing Feats will of course work with psionics (since psionics are spells in DDM)
Augmented Summoning Empower Spell Heighten Spell Spell Focus Spell Mastery Spell Penetration Quicken Spell
| | Join the Eternal Skirmish Campaign.
Be who you are and say what you feel, because those who mind don't matter and those who matter don't mind. ~Dr Seuss | |
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adept Warrior
 336 Posts




 | | 06/28/2005 2:52 PM |
| quote: Originally posted by galneweinhaw
quote: Originally posted by adept
I also just thought of a feat that gave a commander improved countersong if they already have the regular countersong ability.
What do you think this feat should do?
Increase the range of countersong?
forgive me for being so vague. I simply mean that a creature with countersong could get the abilitiy improved countersong from the rulebook. Currently this is what countersong does:
Countersong:Enemy creatures within 6 squares of this creature cannot benefit from their commanders’ Commander Effects.The Commander Effects of enemy commanders within 6 squares of this creature do not function.
Taking this feat will give you:
Improved Countersong:In addition to the effects of Countersong (see that entry,above),enemies within 6 squares of this creature cannot be put under command by other creatures.Enemy commanders within 6 squares of this creature cannot put other creatures under command.
This is currently an ability that is possesed by the voice of battle mini.
And AesophDarkfable I agree completely that the ability to increase the range of countersong would be crazy. | | | |
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E.C. Organizer galneweinhaw Commander
 2646 Posts




 | | 06/28/2005 4:08 PM |
| quote: Originally posted by adept
Improved Countersong:In addition to the effects of Countersong, enemies within 6 squares of this creature cannot be put under command by other creatures.Enemy commanders within 6 squares of this creature cannot put other creatures under command.
Ah.. forgot about the existing Improved Countersong ability [:I]
sounds good I'll add it. | | Join the Eternal Skirmish Campaign.
Be who you are and say what you feel, because those who mind don't matter and those who matter don't mind. ~Dr Seuss | |
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The Defenestrator AesophDarkfable Warlord
 5628 Posts




 | | 06/29/2005 6:50 PM |
| Idea:
Ability Focus: Choose one special ability the DC is increased by 2 | | Im out- find me on Hordelings if you want to chat. | |
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Zippy Underboss
 1992 Posts



 Whitewater, WI
 | | 06/29/2005 7:00 PM |
| Stealing from GE's upgrade store:
Improved breath weapon (Lt.'s become warlords, and copper samurai). Perhaps +5 dmg and DC +1? Since it's a 1-shot item, this seems fair. | | There are 10 kinds of people in the world; those who understand binary, and those who don't. Reference Thread, H/W List, Champion of the Catoblepas | |
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E.C. Organizer galneweinhaw Commander
 2646 Posts




 | | 06/30/2005 11:41 PM |
| Some more ideas for commentary:
Flensing Strike - [] Creature struck by successful melee attack gains Attack -4 and Save -4; DC (10+Warlord Level)
Precise Swing - Enemies do not gain the normal +4 AC bonus for cover against warlord's melee attacks
Spontaneous Casting - [] As a swift action replace one remaining spell with any other spell of equal or lower level the warlord is capable of casting.
Improved Fortification - Warforged only; Gain Immune Critical Hits and Immune Sneak Attacks
Deft Opportunist - Attack +4 on all AoOs
Elementalist - [] As a swift action the warlord may change to energy type of a spell being cast.
Improved Elementalist - [] The energy damage of a spell is doubled by adding an equal amount of damage of a second energy type. If the spell has a DC, enemy creatures save once for each energy type.
| | Join the Eternal Skirmish Campaign.
Be who you are and say what you feel, because those who mind don't matter and those who matter don't mind. ~Dr Seuss | |
|
AngryIrish Warrior
 313 Posts




 | | 07/01/2005 12:22 AM |
| quote: Originally posted by galneweinhaw
Some more ideas for commentary:
Flensing Strike - [] Creature struck by successful melee attack gains Attack -4 and Save -4; DC (10+Warlord Level)
Precise Swing - Enemies do not gain the normal +4 AC bonus for cover against warlord's melee attacks
Spontaneous Casting - [] As a swift action replace one remaining spell with any other spell of equal or lower level the warlord is capable of casting.
Improved Fortification - Warforged only; Gain Immune Critical Hits and Immune Sneak Attacks
Deft Opportunist - Attack +4 on all AoOs
Elementalist - [] As a swift action the warlord may change to energy type of a spell being cast.
Improved Elementalist - [] The energy damage of a spell is doubled by adding an equal amount of damage of a second energy type. If the spell has a DC, enemy creatures save once for each energy type.
Improved Elementalist would be crazy on a Lt turned warlord Warmage or Halfling Wizard or any other creature that can cast Scorching Ray. 15 fire and 15 of another damage without a save. That would have to be one of the best spells in the game. Or Melfs Acid Arrows ignoring SR for 20. That said.......I like it.[:D] | | "I'm feelin pretty good today. I don't think anything could make me angry" "The English" "AAAAARRRRGGGGGG" | |
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adept Warrior
 336 Posts




 | | 07/01/2005 12:35 AM |
| quote: Originally posted by galneweinhaw
Some more ideas for commentary:
Improved Elementalist - [] The energy damage of a spell is doubled by adding an equal amount of damage of a second energy type. If the spell has a DC, enemy creatures save once for each energy type.
There has to be some kind of prereqs. for this feat. Mabey lv has to be "X" or needs 2 other metamagic feats otherwise I think it will be too powerful. | | | |
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E.C. Organizer galneweinhaw Commander
 2646 Posts




 | | 07/01/2005 12:37 AM |
| quote: Originally posted by AngryIrish
Improved Elementalist would be crazy on a Lt turned warlord Warmage or Halfling Wizard or any other creature that can cast Scorching Ray. 15 fire and 15 of another damage without a save. That would have to be one of the best spells in the game. Or Melfs Acid Arrows ignoring SR for 20. That said.......I like it.[:D]
ya =) remember though that they would have to be at least Warlord Level 7 by this time. | | Join the Eternal Skirmish Campaign.
Be who you are and say what you feel, because those who mind don't matter and those who matter don't mind. ~Dr Seuss | |
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AngryIrish Warrior
 313 Posts




 | | 07/01/2005 1:06 AM |
| | Yeah, as of right now, the only commanders i see with Energy damage spells are Drow Wiz, Vadania, and Kobold Sorcerer. But that doesn't mean any of the other spell casting warlords can't get one. Scorching ray is only a level 2 spell. How about shout with that? 50damage on a failed save, 20 on a pass. But like i said before, i like it. | | "I'm feelin pretty good today. I don't think anything could make me angry" "The English" "AAAAARRRRGGGGGG" | |
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 Avatar of Skirmishes tullywi Sergeant
 982 Posts



 | | 07/01/2005 1:20 AM |
| 7th level or 7th Spell progression level?
In either case, my Bladesinger has both. She is tough enough as it is. She would be downright scary throwing around double damage spells.
Thinking about this even more: I don't think I would favor this. What can the other commanders do to counter it? With the Bladesinger, there aren't many choices. Bring creatures immune to the spells (or the damage) or bring a Beholder. At 95 hit points and the ability to cast spells while based, you wouldn't be able to stop her. I suppose you could bring a bunch of fodder and try to nerf her that way, but she has Fireball and quick cast. Hmm, something to think about I guess. | | | |
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E.C. Organizer galneweinhaw Commander
 2646 Posts




 | | 07/01/2005 1:22 AM |
| quote: Originally posted by adept
There has to be some kind of prereqs. for this feat. Mabey lv has to be "X" or needs 2 other metamagic feats otherwise I think it will be too powerful.
oh.. heh, for sure.
The pre-requisite is Elementalist.
Thus you'd have to be level 7 before you could even get it: Elementalist at lvl 5, Improved Elementalist at lvl 7 | | Join the Eternal Skirmish Campaign.
Be who you are and say what you feel, because those who mind don't matter and those who matter don't mind. ~Dr Seuss | |
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E.C. Organizer galneweinhaw Commander
 2646 Posts




 | | 07/01/2005 1:27 AM |
| Can anyone think of any other pairs of "progressable" feats?
We have some "improved" feats, but they are only for warlords who already possess the standard form of these powers.
More like this?
Knowing that the warlords would have to be level 7 to get the improved version of 'whatever' we can make them more powerful than the other feats.
Could even do 3x progression for non-spellcasters (lvl 3, lvl 5, lvl 7)
| | Join the Eternal Skirmish Campaign.
Be who you are and say what you feel, because those who mind don't matter and those who matter don't mind. ~Dr Seuss | |
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The Mighty jai Commander
 3235 Posts



 | | 07/06/2005 1:59 PM |
| | The suggestion to make power attack an optional thing by round made me think ... why are we trying to make this *so* much like RPG? Couldn't we just then play RPG? I think keeping in tune with how they tweaked things works best. By no means am i saying we should stop finding more stuff to add to the game, i just think we should try to keep that line between Skirmish and DDM. | | | |
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jjbeezer Sergeant
 633 Posts




 | | 07/06/2005 2:53 PM |
| I like Galneweinhaw's most recent suggestions. However, I would also like to state that I am worried about the power of the improved elementalist feat.
I really like the Warforged only feat. I would be very excited to one day have Clank the Warforged Fighter leading a band into battle! | | | |
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Zippy Underboss
 1992 Posts



 Whitewater, WI
 | | 07/07/2005 4:51 PM |
| [Flensing Strike - [] Creature struck by successful melee attack gains Attack -4 and Save -4; DC (10+Warlord Level) [:)]
Precise Swing - Enemies do not gain the normal +4 AC bonus for cover against warlord's melee attacks [:)]
Spontaneous Casting - [] As a swift action replace one remaining spell with any other spell of equal or lower level the warlord is capable of casting. [:)]
Improved Fortification - Warforged only; Gain Immune Critical Hits and Immune Sneak Attacks I think uncanny dodge available to all is a fair feat - immune crit too should be uncanny dodge for all or for none, or meld with deft opp below to balance
Deft Opportunist - Attack +4 on all AoOs too weak - combine with another or add something
Elementalist - [] As a swift action the warlord may change to the energy type of a spell being cast.
Improved Elementalist - [] The energy damage of a spell is doubled by adding an equal amount of damage of a second energy type. If the spell has a DC, enemy creatures save once for each energy type. Cap at +20 or use a set amount instead of "double" | | There are 10 kinds of people in the world; those who understand binary, and those who don't. Reference Thread, H/W List, Champion of the Catoblepas | |
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Redgar Warrior
 178 Posts




 | | 07/08/2005 5:45 PM |
| Hey all,
I just thought that perhaps a feat to gain 'Selective Shot 2' might be cool...
Just my 5 sp worth,
Redgar | | Alea jacta est! | |
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TKort Sergeant
 583 Posts




 | | 07/13/2005 8:24 PM |
| I will once again start with an apology, because I only read these discussions once every few weeks I always have a LOT to reply to. I decided to do this one in one message, sit back and get comfy…………
I think I might have suggested the extra fighter feat at 3rd level, so I still like that idea :).
I still am not a fan of the optional power attack idea; simply because it’s a little “complicated”. Obviously it doesn’t seem that hard to keep track of, but it’s the kind of thing that would be fairly easy to forget. Wizard’s has done okay in keeping this kind of element (rampant in D&D itself) to a minimum in DDM. It’s the same reason that charge doesn’t carry an AC penalty in DDM like it does in D&D.
Intimidation, Improved Trip and Dash are great ideas as they are currently written in the intro.. add my vote :).
Improved Countersong is probably a little scary, but it makes sense so what the hell? :)
As for Whirlwind attack.. I love the idea, but I think it might be a candidate for the second or third tier feats idea. D&D whirlwind requires dodge, mobility and spring attack feats, as well as having a high enough Dex. I think it should be set up as a “must already have 2 or more warlord feats” type of thing.. which would mean non-casters would get it at 7th or later, a reasonable time frame I think. Maybe we require spring attack first? Keep in mind it’s a potentially devastating feat, I believe there’s a reason only one mini that can use it all the time, and only one that can use it once, and neither are very tough. Use the Urthok acid-test: do you want a +7 to attack Urthok to be able to rush into a warband and next round attack everyone around him? :) I guess that was more an argument against the feat at all, but the difference is at +7 levels he is against a 225 point (minimum) warband, with somewhat tougher fodder, as opposed to a 125 point band at +3 levels.
Spring attack isn’t that great as they’ve written the rules, but that doesn’t mean that it shouldn’t be a feat that is available. Bertha is really unconcerned about AoO’s, for example, but wouldn’t mind stepping away from the dude she just hit to avoid a full attack reaction. But to be clear I don’t like the idea of rewriting the way it is written. The reason it is that way is to prevent faction bias (a CG guy with high speed and low AC would have way more benefit if there was no AoO than a LG guy with terrible speed but high AC; the way SA is written for DDM actually balances the differences, allowing a slow fig with high AC to get a little bit away after attack, but discouraging constant hit-and-run tactics by someone faster but with low armor). For the record we’ve found Spring attack a little unbalancing within D&D too..
I think a more useful feat, along similar lines would be gaining the Sidestep ability. Since in D&D you can always take a 5’ step without provoking, it does make sense from that perspective, but there's always a chance it might unbalance the minis game, but I don't see it.
Really like the Wild Talent idea, pretty uninterested in psionics otherwise.
Agree with the Ability Focus (+2 DC) suggestion.
Elementalist abilities should stick within standard element-based types (fire, electricity, or cold) IMHO, otherwise I think they’re great ideas, at level 7, if you can’t take a double fireball, get outta here :). Although I wonder if something like the Improved version should take a full round (no movement that round)? That plus the fact that you can’t use more than one [] ability per round should keep it from becoming the Bladesinger’s Ultimate Weapon.
I also like Deft Opportunist, I don’t think it’s too weak, it just caters more to a certain type of warlord: the wade-in type :).
The selective shot idea is good too, but I can’t even think of any ranged-attack warlords? There must not be many, there’s gotta be some..
Anyways that’s like a buck and a half’s worth, seeya in a few weeks!
Tkort.
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Zippy Underboss
 1992 Posts



 Whitewater, WI
 | | 07/13/2005 10:35 PM |
| The selective shot idea is good too, but I can’t even think of any ranged-attack warlords? There must not be many, there’s gotta be some.
Copper Samurai, for one. Lieutenants turned warlords as well...
[also Regdar Adv. and Elf ranger] | | There are 10 kinds of people in the world; those who understand binary, and those who don't. Reference Thread, H/W List, Champion of the Catoblepas | |
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The Mighty jai Commander
 3235 Posts



 | | 07/16/2005 4:07 PM |
| At the risk of sounding like i haven't read all this (i read a lot but not all) ...
Why shouldn't a non-spellcaster be allowed to improve an ability he has at the expense of 5 of his 10 hp like a mage? Dwarf Caver: Orc Foe. I would like to give up 5 hp and get Orc Slayer. I think the mages have one heck of an advantage over fighters in that regard. | | | |
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