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Zippy Underboss
 1984 Posts



 Whitewater, WI
 | | 07/16/2005 4:42 PM |
| quote: Originally posted by jai
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.
This has been discussed at length. One argument is your orc slayer is unlimited used, where a spell is one shot. We have not reached concensus on this issue. See original rules discussion thread for the whole spiel. | | 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 | |
| Zippy Underboss
 1984 Posts



 Whitewater, WI
 | | 07/16/2005 4:44 PM |
| Feat to Add:
Improved Breath Weapon (stolen from GE's beta campaign). +10 dmg and +2 DC.
It's a one-shot deal so this seems reasonable. | | 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 | |
| TKort Sergeant
 583 Posts




 | | 07/17/2005 4:35 PM |
| hmm.. more thoughts on "optional power attack":
IF we adopt the option to turn it on and off at will on your turn, then we should also change Combat Expertise to be the same, as they are both abilities which you choose at the time of attack in D&D.
Another thought; this would be a much more DDM style ability if we made it a [] activation ability, either with 2 or 3 activations that last one round, or one [] activation that is unlimited duration, and one more [] activation that disables it. I like this better than "just turn it on and off whenever you want (on your turn)"
I'm still not a big fan but if we did it that way it would work a little more smoothly IMHO.
Tkort
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