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Thread: "Common Sense" approach to rules (RACSD)

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    Default Re: "Common Sense" approach to rules (RACSD)

    Approve
    001 (Drowning)
    004 (SUS & Monks)
    005 (Dead)
    006 (Unarmed Strikes), so long as herbivorous animals keep their "all natural weapons counted as secondary", which admittedly has nothing to do with proficiency.
    007 (Trample) Note, however, that wolves don't have an appropriate attack, which makes the name as given in the post a bit of a misnomer.
    013 (Dragon Disciple) Want to make a call on what happens when you lose prerequisites as well?

    Conditional
    012 (Clothing as armor) MIC page 234 allows deflection, armor, and natural armor bonuses in the body slot at normal price anyway. I say no unless you're going to allow anything with an armor bonus to get special abilities like Soulfire or whatever; I don't see a reason for clothing to be singled out from Bracers of Armor in this respect.
    014 (TWF), if it's added that you don't take the TWF penalties unless you're actually using the TWF action.

    Disapprove
    003 (Legacy & Bloodline Levels) Eh, as it stands, it's a bit far-reaching. I might support No prestige class with fewer than 10 levels may have its class features advanced beyond its maximum level, however, since that fits in nicely with the epic rules and doesn't cause problems with 10-level classes that don't have RAW epic advancement.
    008 (Draconic Sorcerers), unless you can find one of these feats that requires sorcerer levels and doesn't require burning an arcane spell. Not inclined to give wizards access to those even if they are dragontouched.
    010 (Mounted Charges) As currently written, it completely excludes Pounce, Headlong Rush, Furious Charge, and similar abilities from applying with a mounted charge, since the rider isn't treated as charging, only gaining the same bonus & penalties as the mount. I think you'd also have to rewrite Spirited Charge to fit, since the rider isn't taking a full-round action to charge any more. I do like the idea behind the change, though.

    Neutral
    002 (Thesis) I'm inclined to believe behavior on the reducers is as intended. If this is an exploit, I've never seen it used in a game. I'm not going to pass a judgment on it quite yet, though. EDIT > I would absolutely support errata that made it so that no spell could be reduced below its original level, or even that allowed only one metamagic to apply a net -1. <
    011 (More Charges) This clarifies Ride-by Attack, yes? I think it still has the issue of not actually working, since you can't move through an opponent and almost every legal charge would have you continuing through them.

    Ideas for Consideration
    I'm not going to give these "official" numbers, because I'm not sure what ones you even want to consider.

    S1 Unless otherwise specified (like for Divine feats), a feat is an [Ex]traordinary ability. (I haven't looked at the ruleset in-depth to figure out exactly what this interacts with yet.)
    S2 Experience penalties for multiclassing do not apply to prestige classes (IIRC, this rule was accidentally dropped in the transition from 3.0 to 3.5).
    S3 If you have the ability to meet a prerequisite or requirement through temporary means, you may take a feat or class or use an ability with such a requirement. When you do not meet the requirements, you may not use the ability and are not treated as possessing the feat or class abilities of the class.
    S4 The Exotic Weapon Master (CWar)'s Exotic Reach ability, if taken for a whip, allows you to make attacks of opportunity with it. You threaten an area out to the range you could make an attack with the whip (normally 15 feet).

    And, of course, the ever-dividing Aptitude:
    S5a The Aptitude ability (ToB) allows the user to use the enhanced weapon with any feat that applies to only a single type of weapon, chosen or preset, like Weapon Focus or Lightning Maces. (This one is supported by the actual text of Aptitude, but leads to some system abuse, especially with the aforementioned Lightning Maces.)
    S5b The Aptitude ability (ToB) allows the user to use the enhanced weapon with any feat that applies to only a single chosen type of weapon, like Weapon Focus or Improved Critical. (This one closes some ridiculous exploits, but RAW-wise it relies on inferring a distinction not made by the text of the ability.)
    Last edited by Siosilvar; 2012-04-20 at 05:13 PM.
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