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Old 09-11-2011, 05:59 PM   Top  -  End  -  #61
n00bsticker
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Default Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection

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I'm guessing houserule. That doesn't fix the RAW.
Yes, houserule of course. Not arguing that it fixes RAW by any means.
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Old 09-11-2011, 06:00 PM   Top  -  End  -  #62
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Default Re: "Wait, that didn't work right" - the Disfunctional Rules Collection

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Originally Posted by ChumpLump View Post
Using a ranged weapon to make an attack as a standard action provokes an attack of opportunity.
Using a ranged weapon to make a full attack action does not.
Rules Compendium "patched" this, actually - see page 16.
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Old 09-11-2011, 06:00 PM   Top  -  End  -  #63
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You has been more restrictive than me (for example I set Cleave as useful), but I assume we agree on the main point.
Yeah, Cleave may be in wrong category, but eh.

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Originally Posted by etrpgb View Post
I miss the point of the Fighter... isn't the opposite? Bad feats meant bad Fighter?
The feats suck because fighter gets so many of them. Think Spring Attack chain, Weapon Focus/Specialization chain, and so forth and so forth. They can't have been designed on the assumption that you get 7 of them over your entire career. No, the designers thought "hey, fighters get a huge bunch of these", and went from there.
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Old 09-11-2011, 06:07 PM   Top  -  End  -  #64
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By designating them as Tier 6, they've got to be a level of uselessness that I just don't agree with, unless you're completely redoing pre-reqs for other feats and PrCs. At that point, we're not poking fun at weirdness of a given rule's interaction with the rest of the game, but clamoring for a wholecloth rewrite. That's been done several times, and so far as I can tell, is not the point of the thread.
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Old 09-11-2011, 06:08 PM   Top  -  End  -  #65
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Default Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection

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The feats suck because fighter gets so many of them. Think Spring Attack chain, Weapon Focus/Specialization chain, and so forth and so forth. They can't have been designed on the assumption that you get 7 of them over your entire career. No, the designers thought "hey, fighters get a huge bunch of these", and went from there.
In short, the Fighter is the albatross around the feat system's neck.
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Old 09-11-2011, 06:14 PM   Top  -  End  -  #66
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Knowledge Devotion is poorly designed. It is possible to fail to identify a monster but still gain bonuses to-hit and damage against it even though you haven't got a clue what you are fighting.
Why is this a problem? I don't need to know the particular sub-species of this dire wererhino to know that creatures that are covered in armoured plates can be stabbed in the eyes, or that you can use the weight of such a creature against them to wedge your blade in further...
The same thing exists with the Ranger's Favored Enemy. You might not know one dragon from another, but you know where to stab the lot of them so that they bleed the most.
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Old 09-11-2011, 06:16 PM   Top  -  End  -  #67
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Default Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection

Critical Miss house rules. The most common version is that if you roll a natural 1, you lose the remaining attacks that you have for that round, or have to roll on a chart that involves many very bad options (drop your weapon, break your weapon, hurt yourself, take some sort of penalty until next turn, etc). This strongly penalizes people who add more attacks per round. For example, a Totemist who has 10 attacks (not hard to accomplish by mid levels) will generally have a critical miss every other round. Critical Hit house rules tend to be equally ridiculous for the opposite reason, making perfectly acceptable Tier 3ish classes that make one attack per round a lot weaker.
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Old 09-11-2011, 06:17 PM   Top  -  End  -  #68
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Default Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection

I don't have quotes on me right now, but one that came up in game for me was that I had a player who's character was a harpoon specialist.

Harpoons are thrown weapons.

By RAW, thrown weapons don't work on enemies that are underwater.

Ergo, you can't hunt whales with harpoons.
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Old 09-11-2011, 06:24 PM   Top  -  End  -  #69
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Default Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection

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By designating them as Tier 6, they've got to be a level of uselessness that I just don't agree with, unless you're completely redoing pre-reqs for other feats and PrCs.
The fact that certain horrible feats are used as prerequisites for more useful feats or PrCs does not make them any better. This is called a feat tax.
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Old 09-11-2011, 06:27 PM   Top  -  End  -  #70
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Amphetryon is right though, in that feats that are just poor aren't really the topic of the thread.
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Old 09-11-2011, 06:41 PM   Top  -  End  -  #71
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Default Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection

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I don't have quotes on me right now, but one that came up in game for me was that I had a player who's character was a harpoon specialist.

Harpoons are thrown weapons.

By RAW, thrown weapons don't work on enemies that are underwater.

Ergo, you can't hunt whales with harpoons.
Yes you can, you just wait for them to surface, just like in real life.
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Old 09-11-2011, 07:06 PM   Top  -  End  -  #72
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Yes you can, you just wait for them to surface, just like in real life.
I think it's either in the DMG or Stormwrack, but the rules don't make even the slightest allowance for the depth of the water. As it's written, a millimeter of water will block a harpoon.
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Old 09-11-2011, 07:21 PM   Top  -  End  -  #73
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Why is this a problem? I don't need to know the particular sub-species of this dire wererhino to know that creatures that are covered in armoured plates can be stabbed in the eyes, or that you can use the weight of such a creature against them to wedge your blade in further...
The same thing exists with the Ranger's Favored Enemy. You might not know one dragon from another, but you know where to stab the lot of them so that they bleed the most.
Firstly, Knowledge Devotion and Favored Enemy do not care about sub-species. They only care about creature type. It has nothing to do with stabbing armor covered creatures in the face, or using their weight against them. It has everything to do with understanding the creature itself.

Secondly, static DC's for checks of this nature giving combat bonuses are bad design. By level 10 it is trivially easy for a cleric to hit the +4 and +5 range on every single check against every single type in the game. This is boring and does not make sense in regards to the game world.

Of course, YMMV, but in my experience most DM's (including myself) find it stupid that you can gain combat bonuses through knowledge when you don't actually know what you are fighting.
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Old 09-11-2011, 07:29 PM   Top  -  End  -  #74
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Firstly, Knowledge Devotion and Favored Enemy do not care about sub-species. They only care about creature type. It has nothing to do with stabbing armor covered creatures in the face, or using their weight against them. It has everything to do with understanding the creature itself.
This is written where? Because it's certainly not in the feat's description. What is, is entirely consistent with what I have said - as long as you know the general kind of creature, regardless of the particular species, you know the basics of how to hurt it better. If you choose to fluff it in a way that makes no sense, be my guest, but don't blame the feat for it.

Quote:
By level 10 it is trivially easy for a cleric to hit the +4 and +5 range on every single check against every single type in the game. This is boring and does not make sense in regards to the game world.
So...a devotee of the concept of knowledge, who has surpassed the best and brightest of regular humans four levels ago, knowing how to hurt things is boring and does not make sense?
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Old 09-11-2011, 07:31 PM   Top  -  End  -  #75
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What about Travel Devotion? You can move all your movement in a Immediate Action. It means you can avoid a fall jumping midair! Or do a double jump!
If we're getting all RAWness up in here, my counter argument is yes...you just made a move mid fall...but nothing in that movement actually changed your velocity speed downward .
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Old 09-11-2011, 07:34 PM   Top  -  End  -  #76
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If we're getting all RAWness up in here, my counter argument is yes...you just made a move mid fall...but nothing in that movement actually changed your velocity speed downward .
Your conter argument should be "Travel devotion is a swift, not immediate, action".
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Old 09-11-2011, 07:37 PM   Top  -  End  -  #77
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What about Travel Devotion? You can move all your movement in a Immediate Action. It means you can avoid a fall jumping midair! Or do a double jump!
Travel Devotion is a swift action, and I don't see the rules saying anything about those. You can get two move actions a turn anyhow, so if "double jumping" was possible, everyone could do it.
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Old 09-11-2011, 07:39 PM   Top  -  End  -  #78
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I think it's either in the DMG or Stormwrack, but the rules don't make even the slightest allowance for the depth of the water. As it's written, a millimeter of water will block a harpoon.
I just came up with a new use for our decanter of endless water.


Ride-By Attack and Spirited Charge, by RAW, do nothing. They provide their benefits "when you are mounted and use the charge action". When making a mounted charge, the rider (i.e., the one who is mounted) is not using the charge action. The mount is.

Ride-By Attack is also usually defeated by basic geometry. The Ride-By must continue the line of the charge, which is almost always going to be through your target's square.

If you Trample something with a mount that hasn't got hooves, does it still get a hoof attack?

Pathfinder changed the Mounted Combat feat so that using it is a swift action. Which is used reactively like an immediate action. That would be weird enough, but then they added the Trick Riding feat, which, among other things, lets you use Mounted Combat twice in a turn. I have no idea how that's even intended to work, action-wise. I suspect that whoever wrote Trick Riding forgot or just never noticed that they'd changed Mounted Combat.

(Yeah, I'm playing a mounted archer with a sideline in mounted charger. This is all stuff that I've actually run into.)

My favorite, though, is the lighting rules that depend on the lighting conditions on the observer, not on the thing being observed. Upshot is, if you have one character holding a flaming torch in an large, empty room with no other light sources, another character standing outside the torch's illumination radius cannot see the torch or the character holding it. The character holding the torch can see the character in darkness just fine, though... it's only in the ring of shadowy illumination that you get concealment from the darkness.

For bonus points, combine with the darkness spell that sets the illumination level to "shadowy" rather than lowering it per se. The character in darkness can't see anything, no matter how well-lit, because he's blind, but if he casts darkness on himself, he's no longer in darkness, he's in shadowy illumination, and is no longer blind, and can now see the guy with the torch.

(Pathfinder did fix the darkness bit, but not the fundamental backwardsness of the darkness rules.)
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Old 09-11-2011, 07:41 PM   Top  -  End  -  #79
Boci
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Ride-By Attack is also usually defeated by basic geometry. The Ride-By must continue the line of the charge, which is almost always going to be through your target's square.
Not really, you can just attack from the side.
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Old 09-11-2011, 07:44 PM   Top  -  End  -  #80
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This is written where? Because it's certainly not in the feat's description. What is, is entirely consistent with what I have said - as long as you know the general kind of creature, regardless of the particular species, you know the basics of how to hurt it better. If you choose to fluff it in a way that makes no sense, be my guest, but don't blame the feat for it.
The whole part where you only roll once per encounter per type. The feat doesn't care about individual monsters, only what type they are. This is poor design.


Quote:
So...a devotee of the concept of knowledge, who has surpassed the best and brightest of regular humans four levels ago, knowing how to hurt things is boring and does not make sense?
That's not what I said, at all. If you want to argue against a straw man, feel free. Monsters get tougher, and more obscure as you level. The fact that Knowledge Devotion does not take this into account is poor design.
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Old 09-11-2011, 07:53 PM   Top  -  End  -  #81
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The whole part where you only roll once per encounter per type. The feat doesn't care about individual monsters, only what type they are. This is poor design.
What is the difference, in terms of how to damage them, between a 2-HD and 20-HD Skeleton? A 5-HD and a 10-HD animal? A 15HD and a 50HD dragon? They all work the same. Having to make higher checks to get the same benefits, so that at 20th level you have invested one of your seven feats and something like a hundred skill points to get the same +1 to attack and damage you were getting 20 levels ago? That would be poor design.


Quote:
That's not what I said, at all. If you want to argue against a straw man, feel free. Monsters get tougher, and more obscure as you level. The fact that Knowledge Devotion does not take this into account is poor design.
Monsters get tougher, yes - but more famous, too. Legends are written about many of them, including legends of Brave Sir Stabsalot, who is said to have killed many a [blank] by [blanking] them in the [blank] with a big [blank].
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Frankly, a Wizard can suck even more than a Fighter could ever dream of sucking. A Fighter can stab himself to death, but only a Wizard could Plane Shift to some horrible far realm to be tortured for an eternity of insanity.


Last edited by Flickerdart : 09-11-2011 at 07:55 PM.
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Old 09-11-2011, 07:54 PM   Top  -  End  -  #82
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Not really, you can just attack from the side.
Especially since you're probably using a reach weapon.
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Old 09-11-2011, 07:59 PM   Top  -  End  -  #83
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Not really, you can just attack from the side.
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Movement During a Charge:
You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent.

You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). Here's what it means to have a clear path. First, you must move to the closest space from which you can attack the opponent. (If this space is occupied or otherwise blocked, you can't charge.) Second, if any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can't charge. (Helpless creatures don't stop a charge.)
So, no, you can't attack from the side. (By which I assume you mean "charge off to the side", because "from the side" makes no sense in a system without facing and wouldn't help with the geometry problem in any case.)


In further mounted combat nonsense: The mount, again, is the one making the charge. The rider just gets the opportunity to attack at the end of the charge, and derives charge benefits from it if he takes that opportunity. There's nothing intrinsically wrong with that, but it means that you can't do the classic lance charge against a Medium opponent while mounted on a standard warhorse. See, the charge doesn't end until the horse makes its attack (and the horse must attack - it's the one making the charge). Warhorses have 5' reach. Lances have 10' reach, and don't threaten at 5'. At the end of the charge, when the rider gets the opportunity to make his attack, he doesn't threaten the target.
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Old 09-11-2011, 08:53 PM   Top  -  End  -  #84
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What is the difference, in terms of how to damage them, between a 2-HD and 20-HD Skeleton? A 5-HD and a 10-HD animal? A 15HD and a 50HD dragon? They all work the same. Having to make higher checks to get the same benefits, so that at 20th level you have invested one of your seven feats and something like a hundred skill points to get the same +1 to attack and damage you were getting 20 levels ago? That would be poor design.
Please, you can't be serious. The 20th level character of which you speak finds it trivial to hit +4 and +5 to-hit and damage against all enemies in the game, even with my house rule in effect. However, he can't do it at level 9, which is trivially easy if the RAW is played.

Quote:
Monsters get tougher, yes - but more famous, too. Legends are written about many of them, including legends of Brave Sir Stabsalot, who is said to have killed many a [blank] by [blanking] them in the [blank] with a big [blank].
Not really a relevant point.

Last edited by n00bsticker : 09-11-2011 at 08:54 PM.
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Old 09-11-2011, 08:57 PM   Top  -  End  -  #85
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Default Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection

Here's one: the Invisible Blade requires Point Blank Shot and Far Shot. The Invisible Blade is based on feinting, which can only be used in melee.
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Old 09-11-2011, 08:58 PM   Top  -  End  -  #86
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Default Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection

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Please, you can't be serious. The 20th level character of which you speak finds it trivial to hit +4 and +5 to-hit and damage against all enemies in the game, even with my house rule in effect. However, he can't do it at level 9, which is trivially easy if the RAW is played.
You seriously believe that +5 to hit and damage is an effect that's worth waiting 20 levels for? Dear lord, you must think Weapon Specialization is an incredible feat.

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Not really a relevant point.
Relevant fluff-wise, which is half of what you're complaining about.
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Frankly, a Wizard can suck even more than a Fighter could ever dream of sucking. A Fighter can stab himself to death, but only a Wizard could Plane Shift to some horrible far realm to be tortured for an eternity of insanity.

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Old 09-11-2011, 08:58 PM   Top  -  End  -  #87
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I think it's either in the DMG or Stormwrack, but the rules don't make even the slightest allowance for the depth of the water. As it's written, a millimeter of water will block a harpoon.
But only if they're underwater, once they've surfaced, that water no longer blocks the harpoon.

Delightfully screwy, isn't it?

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You seriously believe that +5 to hit and damage is an effect that's worth waiting 20 levels for? Dear lord, you must think Weapon Specialization is an incredible feat.

That reminds me of a funny story.
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+3 Girlfriend is totally unoptimized. You are better off with a +1 Keen Witty girlfriend and then appling Greater Magic Make-up to increase her enhancement bonus.

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Old 09-11-2011, 10:16 PM   Top  -  End  -  #88
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You seriously believe that +5 to hit and damage is an effect that's worth waiting 20 levels for? Dear lord, you must think Weapon Specialization is an incredible feat.
How is arguing against that Straw Man going for you? Good? I hope so.

Since you already missed where I explained that Weapon Specialization is not even a feat in my games, I'll just mention it again. Weapon Specialization is given out for free.

Intentionally ignoring what is good and what is bad game design doesn't make your arguments stronger. It in fact makes them weaker, and I can't even figure out what your argument is in the first place (if it's that Knowledge Devotion is good by RAW, then you are objectively wrong).

When you want to actually attempt to address what I am saying, I'll be all ears. Until then, au revoir.

Quote:
Relevant fluff-wise, which is half of what you're complaining about.
No, it is literally zero percent of what I have said. Everything has addressed game mechanics and what is good and what is bad design. If you don't care what is good design and what is bad design don't assume everybody else is in the same boat.
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Old 09-11-2011, 10:21 PM   Top  -  End  -  #89
Boci
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Default Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection

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Originally Posted by n00bsticker View Post
How is arguing against that Straw Man going for you? Good? I hope so.

Since you already missed where I explained that Weapon Specialization is not even a feat in my games, I'll just mention it again. Weapon Specialization is given out for free.

Intentionally ignoring what is good and what is bad game design doesn't make your arguments stronger. It in fact makes them weaker, and I can't even figure out what your argument is in the first place (if it's that Knowledge Devotion is good by RAW, then you are objectively wrong).

When you want to actually attempt to address what I am saying, I'll be all ears. Until then, au revoir.
At what level do you think it would be fair for a character to get +5 to hit and damage from knowledge devotion?

Quote:
Originally Posted by n00bsticker View Post
No, it is literally zero percent of what I have said. Everything has addressed game mechanics and what is good and what is bad design. If you don't care what is good design and what is bad design don't assume everybody else is in the same boat.
He's saying that the obcurity of the more powerful monsters is countered by their more pronouced roles in myths (and presumably the character's greater knowledge skill).
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Old 09-11-2011, 10:23 PM   Top  -  End  -  #90
Flickerdart
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Default Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection

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Originally Posted by n00bsticker View Post
How is arguing against that Straw Man going for you? Good? I hope so.

Since you already missed where I explained that Weapon Specialization is not even a feat in my games, I'll just mention it again. Weapon Specialization is given out for free.

Intentionally ignoring what is good and what is bad game design doesn't make your arguments stronger. It in fact makes them weaker, and I can't even figure out what your argument is in the first place (if it's that Knowledge Devotion is good by RAW, then you are objectively wrong).

When you want to actually attempt to address what I am saying, I'll be all ears. Until then, au revoir.


No, it is literally zero percent of what I have said. Everything has addressed game mechanics and what is good and what is bad design. If you don't care what is good design and what is bad design don't assume everybody else is in the same boat.
Hilarious accusations, but I'm not going to rise to your bait.

Thinking that Knowledge Devotion's 1-5 bonus should be evenly spread across 20 levels, requiring the appropriate resource investment equal to the better part of anyone's skill points, is patently absurd, but it's what you seem to be advocating. If you really think this is how the feat should work, then you're vastly overvaluing the bonus, and we have no common ground to meet on. Good day.
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Last edited by Flickerdart : 09-11-2011 at 10:28 PM.
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