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Thread: Fixing SKR's Feat Point System

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    Colossus in the Playground
    Flickerdart's Avatar

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    Mar 2008

    Default Re: Fixing SKR's Feat Point System

    Quote Originally Posted by Aeryr View Post
    The bluff penalty to "almost too incredible to consider." is -20 (drops the check to 4) so unless the opposition has ranks in sense motive and a decent wisdom its going to outright believe your bluff in a roll of 1.
    If the opponent has no Sense Motive ranks and 10 Wisdom, they will still disbelieve a Bluff check of 4 80% of the time.

    Also, for Rogues missing with attacks - why not just finagle some touch attacks to hit with? A simple 1-level dip into Pyrokineticist gives you both the means of making easy hits, and the reach to avoid some enemy counterattacks.
    Last edited by Flickerdart; 2012-06-02 at 11:36 PM.
    Quote Originally Posted by Telok View Post
    Imagine if the combat system was as well thought out and explained as the skill system. You could cut it down to a page and a half, monsters would be about three sentences long. Best of all you don't have to remember any tables for conditions or detail the special abilities because you've got rulings instead of rules.
    Quote Originally Posted by Artanis View Post
    I'm going to be honest, "the Welsh became a Great Power and conquered Germany" is almost exactly the opposite of the explanation I was expecting