Rules Critique
It's all about the cannibals. Yeah, I'm having fun with the Ritual spells.
My annotated pdf didn't get so far. Here's some stuff:
Page 1: there are now five abilities, not four. Please correct numerous locations on page 1 and maybe elsewhere.
When I get around to it, I'll ask my computer program if the stat bonuses are all balanced.
Nonhumans are still better than humans. Low-light vision, and stat minmaxing trumps having no special skills. I still think humans should get one bonus ability point.
Other potential abilities:
Advanced Counterattack. 20 points. Requires Counterattack. Take one on-hand attack on an opponent immediately after (the next combat segment) they attack you. This can only be done once per round.
Silent Casting. 3 points*circle. Cast spells of that circle without verbal components.
Acupuncture. 1 point*spell circle of encoded spell. Permenently encode one spell within your body- you no longer require spellbooks to memorize this spell. Limit of END spell circles encoded in this manner.
Critical Hit. 12 points. Crit on natural 19 or 20 with a specific weapon. Requires Weapon Mastery I.
Dirty Fighting. 7 points. +1 to hit and damage with Unarmed Combat (requires UC I).
Whirlwind. 13 points. For your round, you make one on-hand attack at -2 vs. every melee opponent in range. Requires Weap Mast I.
Last Stand. 6 points. Remain conscious between 0 hp and negative 1/2 END.
Shield Use. 5 points. Another +1 to AC when using a shield.
Shield Mastery. 6 points. Another another +1 to AC when you got a shield yo. Reqs. Shield Use.
Shield Bash. 6 pts. Hit a dude with your off-hand shield for 1d6. No bonuses to AC that round.
Combat Casting. 10 points. The first combat damage sustained each round does not require a concentration check to keep casting.
...
For weapon mastery, I'd suggest opening up weapon classes. First off, anyone can use any weapon? Maybe you should have Weapon Skill as an ability. For 4 points, you can use: Swords, Axes/Maces, Polearms, Bows, Crossbows, or (optionally) Exotic Weapon (one kind of weapon per ability bought, e.g., Guns, Firebombs, Nets, Bolas, &c). Then Weapon Mastery would be in a specific class. I think it's pretty shitty in D&D that if you can use a broadsword, you can't use a longsword.
...
Possible proficiencies:
Transcribe 1 for 1 (IQ or AGIL). Used for forgery or for transcribing magic scrolls.
Feint 1 for 1 (AGIL or IQ). Can be used once/round in combat against a specific opponent who goes after your current action, but before your next initiative. On a successful check, gain a +2 to dodge vs. all their attacks.
Empath 1 for 2 (CHA or IQ). Can communicate simple requests, emotions, and ideas with body language despite not speaking a specific language. Can also understand the same in humanoids, animals, and some monsters.
...
I like Ignore. One of those spells that always shoulda been around.
...
The random haiku generator has a message for us:
My annotated pdf didn't get so far. Here's some stuff:
Page 1: there are now five abilities, not four. Please correct numerous locations on page 1 and maybe elsewhere.
When I get around to it, I'll ask my computer program if the stat bonuses are all balanced.
Nonhumans are still better than humans. Low-light vision, and stat minmaxing trumps having no special skills. I still think humans should get one bonus ability point.
Other potential abilities:
Advanced Counterattack. 20 points. Requires Counterattack. Take one on-hand attack on an opponent immediately after (the next combat segment) they attack you. This can only be done once per round.
Silent Casting. 3 points*circle. Cast spells of that circle without verbal components.
Acupuncture. 1 point*spell circle of encoded spell. Permenently encode one spell within your body- you no longer require spellbooks to memorize this spell. Limit of END spell circles encoded in this manner.
Critical Hit. 12 points. Crit on natural 19 or 20 with a specific weapon. Requires Weapon Mastery I.
Dirty Fighting. 7 points. +1 to hit and damage with Unarmed Combat (requires UC I).
Whirlwind. 13 points. For your round, you make one on-hand attack at -2 vs. every melee opponent in range. Requires Weap Mast I.
Last Stand. 6 points. Remain conscious between 0 hp and negative 1/2 END.
Shield Use. 5 points. Another +1 to AC when using a shield.
Shield Mastery. 6 points. Another another +1 to AC when you got a shield yo. Reqs. Shield Use.
Shield Bash. 6 pts. Hit a dude with your off-hand shield for 1d6. No bonuses to AC that round.
Combat Casting. 10 points. The first combat damage sustained each round does not require a concentration check to keep casting.
...
For weapon mastery, I'd suggest opening up weapon classes. First off, anyone can use any weapon? Maybe you should have Weapon Skill as an ability. For 4 points, you can use: Swords, Axes/Maces, Polearms, Bows, Crossbows, or (optionally) Exotic Weapon (one kind of weapon per ability bought, e.g., Guns, Firebombs, Nets, Bolas, &c). Then Weapon Mastery would be in a specific class. I think it's pretty shitty in D&D that if you can use a broadsword, you can't use a longsword.
...
Possible proficiencies:
Transcribe 1 for 1 (IQ or AGIL). Used for forgery or for transcribing magic scrolls.
Feint 1 for 1 (AGIL or IQ). Can be used once/round in combat against a specific opponent who goes after your current action, but before your next initiative. On a successful check, gain a +2 to dodge vs. all their attacks.
Empath 1 for 2 (CHA or IQ). Can communicate simple requests, emotions, and ideas with body language despite not speaking a specific language. Can also understand the same in humanoids, animals, and some monsters.
...
I like Ignore. One of those spells that always shoulda been around.
...
The random haiku generator has a message for us:
Your skills aren't so good
Just like ventriloquism
Please go away now
Just like ventriloquism
Please go away now
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