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Old 04-14-2011, 02:22 PM   Top  -  End  -  #1
Lyndworm
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Default Gatazka - The mechanical guide

This is the companion thread to Gatazka - The world in my head. This is where we talk about the various mechanics that I'm implementing.

Much of what I've written here is inspired by various 'brews I've seen around the Playground, and I mean absolutely no disrespect by "stealing" it. To be honest, I don't recall where I got most of it; whether it was an original idea or not. If you happen to see some credit due, please let me know so that I can give it!

Without getting too much into myself, here we go!



General Homebrew/Houserules:
Spoiler

Combat Homebrew/Houserules:
Spoiler

Weapon-specific Homebrew/Houserules:
Spoiler

Feat Homebrew/Houserules:
Spoiler

Class Homebrew/Houserules:
Spoiler

Race Homebrew/Houserules:
Spoiler
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Old 04-14-2011, 05:18 PM   Top  -  End  -  #2
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Default Re: Gatazka - The mechanical guide

Quote:
Monks are proficient with their unarmed strikes.


Races:
First of all, on the races I gotta say that a +4 to one stat is worth more than two +2's, and a -4 to one stat isn't worth a +4.

Goblins: The bugbear and goblin would be LA+1 I think. Not by much though, and as NPCs it won't effect anything anyway.

Kobolds: I gotta say I like the quadruped ability, it's pretty neat. Seeing all the other kobolds, yeah it's not as much a big deal to have slight build on them as the standard. In general, kobolds are quite strong- possibly too strong.

Intimidating halflings? Well that's different.

Feats:
Gotta say, I like your shield feats. I might even have to consider stealing ideas.

I like the pin shield option in improved two-weapon fighting.
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Old 04-14-2011, 06:10 PM   Top  -  End  -  #3
Lyndworm
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Default Re: Gatazka - The mechanical guide

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First of all, on the races I gotta say that a +4 to one stat is worth more than two +2's, and a -4 to one stat isn't worth a +4.
If I were to actually publish this stuff for a broader, less predictable audience... I would totally agree with you. As it's mostly intended for my players, I don't really see it being an issue. We've played with these and/or similar rules in the past, and it tends to work out OK. I consider a +4 better than two +2s but not as good as three +2s, myself.

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Originally Posted by Mayhem View Post
The bugbear and goblin would be LA+1 I think. Not by much though, and as NPCs it won't effect anything anyway.
I'm not sure they're totally worth a level adjustment, but I certainly agree that they're rather strong. Any suggestions on how to bring them down or others up, while (hopefully) keeping them at least somewhat unique would be very appreciated.

Quote:
Originally Posted by Mayhem View Post
I gotta say I like the quadruped ability, it's pretty neat. Seeing all the other kobolds, yeah it's not as much a big deal to have slight build on them as the standard. In general, kobolds are quite strong- possibly too strong.
I'm glad that you like it. This may be a bit of bias on my part, as I have a soft spot for kobolds. As with the goblins, suggestions are appreciated.

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Originally Posted by Mayhem View Post
Intimidating halflings? Well that's different.
Are you familiar with Eberron or Dark Sun? My halflings are sort of a cross between the two, but with massive dogs and fat antelope instead of dinosaurs. They're essentially small humans in body-build, but they're more heavily muscled and longer-limbed. The halflings have naturally sharper teeth (although not Bite attack sharp) and eat more meat than humans do. They have longer and thinner heads, with vaguely feline features. Most clans have large amounts of body-piercings which identify personal accomplishments and original clan. They, like the orcs, are seen as savages by many people because of their "primitive" technology levels and bizarre customs (such as ritual anthropophagy).

They have a reputation, and they're not afraid to use it.

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Gotta say, I like your shield feats. I might even have to consider stealing ideas.
You're welcome to them. Shields need more love.

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Originally Posted by Mayhem View Post
I like the pin shield option in improved two-weapon fighting.
Thank you; so do I. I sort of ripped that from the Pin Shield feat, though.
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Old 04-25-2011, 10:38 PM   Top  -  End  -  #4
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Default Re: Gatazka - The mechanical guide

Quote:
Originally Posted by Lyndworm View Post
Class Homebrew/Houserules:
[spoiler]Sorcerers get Eschew Materials, Improved Eschew Materials, Greater Eschew Materials, and Ignore Material Components as bonus feats at levels 1, 5, 10, 15, and 20, respectively.

Monks are proficient with their unarmed strikes.
5 levels, 4 feats?

They werent already? lol Monks....

Really cool ideas, both on this thread and the linked one!
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Old 04-25-2011, 11:06 PM   Top  -  End  -  #5
Lyndworm
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Default Re: Gatazka - The mechanical guide

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Originally Posted by Demidos View Post
5 levels, 4 feats?
Thanks for pointing that out; I skipped a feat in the chain. I'll go fix it in a sec...

...

...OK, it's fixed.

Quote:
Originally Posted by Demidos View Post
They werent already? lol Monks....
Technically, no. That's probably the single dumbest oversight and single most popular houserule in all of D&D.

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Originally Posted by Demidos View Post
Really cool ideas, both on this thread and the linked one!
Thanks, man. Don't be afraid to let it all out and tell me what you think; I always appreciate compliments, but criticism is how I learn.
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Old 07-29-2011, 08:29 PM   Top  -  End  -  #6
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Default Re: Gatazka - The mechanical guide

Updated with Creature Types for the races. It seems like a strange oversight, but there you have it.
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Old 08-23-2011, 11:21 PM   Top  -  End  -  #7
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Default Re: Gatazka - The mechanical guide

You have a lot of interesting homebrew rules in here. I like how you made ACF's for sorcerer's to have different casting stats, although if you want to cast from INT, most would choose wizard instead. I would encourage you to find a way to give that same flexibility to the Divine casters.

While your feats do a lot to rebalancing melee with magic, they make the fighter's bonus feats even more useless than usual. Then you gave him more bonus feats. I know you don't have a list, but you still restrict him to combat feats, which isn't helping much. Especially since you eliminated the need to get Power Attack and Weapon Finesse.

While I like how you have improved the Ranger's class features, I don't like how you lumped favored enemies together. I'd use smaller groupings, because being able to target all casters is rather ridiculous. I'd separate them into SLA/PLA/Enchanted, and then those that are actually Arcane casters, Divine casters, and Psionic.

As for the races, your original races (except half-orcs, but that's better dealt with later) seem pretty balanced, although you have to note that originally Humans didn't get any score changes at all. Maybe give them a -2 to any score of their choice to balance? Maybe I just feel that the original humans tend to be chosen more than the other races. That bugbear might be a tad better for melee types, but a good DM can balance that with good RP consequences. Still, I'd like more racial features in return for only +2 str, or maybe a con boost. I don't like the Goliaths. They seem overpowered for melee vs. any other race with Powerful Build plus two other racial features, and 1 NA. Maybe if you took away their skill boosts, or their other racial features it would be good.

Your Kobolds are OP. I think they should all (except maybe the citizens) be 1 LA. The Regal kobolds I feel need a racial feature to reflect their status, but the fact they have flight (even if it's not right away) and darkvision seems a bit much for balance with your other races. They might also deserve slight build. For the miners, I might take off slight build, and you would have a good +1 LA race right there.

Regarding the Blackscale, I don't know that giving a +6 to a race is what you want, especially since the other races seem balanced to be less powerful than usual. +4 should be fine, especially since he has good other features, and still a +4 to his stats. I also don't know if the Brownscale should really be tiny. I'd think small with slight build would be better, as otherwise you'd almost have to fight at range.

I'd give the Warforged Chargers improving fortification as they level, and reduce the +6 str to +4. Scouts and Soldiers seem good, but the Spies get a level 1 spell at will and no real penalties compared to other races. Give them a +4 to deception, and they would be a nice +1LA.

Your Half races are generally too good. Half-dwarves get all the good things about being a dwarf, except they get better speed in exchange for no darkvision. Then they get a bonus feat. I'd say change it to +1 skill point per level, or reduce the racial features (the speed + no encumbrance would be where I'd go). Half-elves and Half-gnomes aren't bad, because you stuck to +1 skill point per level, and the fact that Half-halflings are still small makes them okay, since that does tend to balance out the feat. If you gave the Half-orcs a penalty on diplomacy, then I could handle their bonus feat.

There's my take, I hope it helps. G'night!
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Old 08-25-2011, 01:13 AM   Top  -  End  -  #8
Lyndworm
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Default Re: Gatazka - The mechanical guide

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Originally Posted by Omeganaut View Post
You have a lot of interesting homebrew rules in here. I like how you made ACF's for sorcerer's to have different casting stats, although if you want to cast from INT, most would choose wizard instead. I would encourage you to find a way to give that same flexibility to the Divine casters.
Thank you. I agree that wizard is the optimal choice for an Int-based caster, but sometimes it just doesn't cover the flavor of a character as well as it could. As far as giving similar ACFs to divine casters... I'm not sure. I could definitely see giving some to the Favored Soul, but the Druid? The Cleric? I feel like they get enough love elsewhere. Besides, I don't have any good ideas for ACFs for them.

Quote:
Originally Posted by Omeganaut View Post
While your feats do a lot to rebalancing melee with magic, they make the fighter's bonus feats even more useless than usual. Then you gave him more bonus feats. I know you don't have a list, but you still restrict him to combat feats, which isn't helping much. Especially since you eliminated the need to get Power Attack and Weapon Finesse.
I hadn't considered that by reducing a reliance on feat chains, I was actually weakening the Fighter's only class features... I see it now, of course, but I'm at a loss as to how I should fix the problem.

Quote:
Originally Posted by Omeganaut View Post
While I like how you have improved the Ranger's class features, I don't like how you lumped favored enemies together. I'd use smaller groupings, because being able to target all casters is rather ridiculous. I'd separate them into SLA/PLA/Enchanted, and then those that are actually Arcane casters, Divine casters, and Psionic.
I was worried that the Caster FE may be too powerful, and I'm glad that you called me out on it. I'll try to break that one up more, but I'm not totally sure of what I'll do, to be honest. Thank you for your concern.

Quote:
Originally Posted by Omeganaut View Post
As for the races, your original races (except half-orcs, but that's better dealt with later) seem pretty balanced, although you have to note that originally Humans didn't get any score changes at all. Maybe give them a -2 to any score of their choice to balance? Maybe I just feel that the original humans tend to be chosen more than the other races. That bugbear might be a tad better for melee types, but a good DM can balance that with good RP consequences. Still, I'd like more racial features in return for only +2 str, or maybe a con boost. I don't like the Goliaths. They seem overpowered for melee vs. any other race with Powerful Build plus two other racial features, and 1 NA. Maybe if you took away their skill boosts, or their other racial features it would be good.
Humans are, as always, a very strong race. I'll give them that -2; I think it would help players consider other options before deciding, without really hurting their power too much.

I agree that the bugbears lean towards the more powerful side, but as you noted they should come with quite a lot of RP penalties/potential. They're meant to be a strange and exotic race that would be feared or even hated by most other people. I wouldn't mind lowering their Str in return for a good racial ability, but nothing comes to mind. If something does, though, I'll be sure to post and let you know.

I was afraid that the goliaths might come across as too powerful; after all, they've changed little from their original +1 LA race. My first instinct is to get rid of the Natural Armor, but that feels like too little, to me. Altitude Acclimation is basically a fluff ability, so I'd like to keep it. Mountain Movement is actually a good ability, sometimes better than it looks, even. So that's my next instinct; removing Mountain Movement. I'd like to keep Powerful Build, since that's what Goliaths are famous for. So I'll remove the NA and Mountain Movement, hopfeully that'll balance it out a bit more.

Quote:
Originally Posted by Omeganaut View Post
Your Kobolds are OP. I think they should all (except maybe the citizens) be 1 LA. The Regal kobolds I feel need a racial feature to reflect their status, but the fact they have flight (even if it's not right away) and darkvision seems a bit much for balance with your other races. They might also deserve slight build. For the miners, I might take off slight build, and you would have a good +1 LA race right there.
I'm surprisingly OK with upping the kobolds to +1 LA, rather than trying to nerf them down. How would you suggest I bring the Citizens up to par?

Quote:
Originally Posted by Omeganaut View Post
Regarding the Blackscale, I don't know that giving a +6 to a race is what you want, especially since the other races seem balanced to be less powerful than usual. +4 should be fine, especially since he has good other features, and still a +4 to his stats. I also don't know if the Brownscale should really be tiny. I'd think small with slight build would be better, as otherwise you'd almost have to fight at range.
I'll drop the Blackscale's Str; that sounds like a good idea.

Brownscale are Tiny because they're based on the muckdwellers from Serpent Kingdoms, and because I was afraid that Small with Slight Build would make them too similar to kobolds. I wanted to provide a way to play as an actually Tiny creature, and something as exotic as lizardfolk seemed like a good place to put it.

Quote:
Originally Posted by Omeganaut View Post
I'd give the Warforged Chargers improving fortification as they level, and reduce the +6 str to +4. Scouts and Soldiers seem good, but the Spies get a level 1 spell at will and no real penalties compared to other races. Give them a +4 to deception, and they would be a nice +1LA.
I like the improving Fortification idea for the chargers; it's a relevant and interesting ability. I don't mind dropping the Str either if you thin it'll help. As far as spies go, I was concerned that they were too strong as it was so I'm glad to get some input on that. I'll do as suggested.

Quote:
Originally Posted by Omeganaut View Post
Your Half races are generally too good. Half-dwarves get all the good things about being a dwarf, except they get better speed in exchange for no darkvision. Then they get a bonus feat. I'd say change it to +1 skill point per level, or reduce the racial features (the speed + no encumbrance would be where I'd go). Half-elves and Half-gnomes aren't bad, because you stuck to +1 skill point per level, and the fact that Half-halflings are still small makes them okay, since that does tend to balance out the feat. If you gave the Half-orcs a penalty on diplomacy, then I could handle their bonus feat.
I was worried that the half-dwarf might be too attractive. I'll change the feat to the skill points, that should help. I'll penalize half-orc Diplomacy, as well, since it makes sense I suppose.

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Originally Posted by Omeganaut View Post
There's my take, I hope it helps. G'night!
Thank you very much for posting such a long and detailed review. I'm eternally grateful that you care enough to take a peek. You've been a huge help.
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Old 08-25-2011, 09:26 AM   Top  -  End  -  #9
Omeganaut
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Default Re: Gatazka - The mechanical guide

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I hadn't considered that by reducing a reliance on feat chains, I was actually weakening the Fighter's only class features... I see it now, of course, but I'm at a loss as to how I should fix the problem.
I'd say look at giving them some more class features. There are a bunch of threads on here that have fighter fixes/replacements. One of the best I saw had a mechanic called grit that allowed them to shrug off damage or negative effects x times a day.

Quote:
Originally Posted by Lyndworm View Post
I was afraid that the goliaths might come across as too powerful; after all, they've changed little from their original +1 LA race. My first instinct is to get rid of the Natural Armor, but that feels like too little, to me. Altitude Acclimation is basically a fluff ability, so I'd like to keep it. Mountain Movement is actually a good ability, sometimes better than it looks, even. So that's my next instinct; removing Mountain Movement. I'd like to keep Powerful Build, since that's what Goliaths are famous for. So I'll remove the NA and Mountain Movement, hopfeully that'll balance it out a bit more.
I think that will even it out.

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Originally Posted by Lyndworm View Post
I'm surprisingly OK with upping the kobolds to +1 LA, rather than trying to nerf them down. How would you suggest I bring the Citizens up to par?
Well, you did give them some boosts I saw. Maybe the citizens could have a con boost, since they are probably tough little critters.

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Originally Posted by Lyndworm View Post
Brownscale are Tiny because they're based on the muckdwellers from Serpent Kingdoms, and because I was afraid that Small with Slight Build would make them too similar to kobolds. I wanted to provide a way to play as an actually Tiny creature, and something as exotic as lizardfolk seemed like a good place to put it.
Okay, I can see where you are going with this now.

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Thank you very much for posting such a long and detailed review. I'm eternally grateful that you care enough to take a peek. You've been a huge help.
Your welcome.
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Old 08-25-2011, 03:55 PM   Top  -  End  -  #10
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I'd say look at giving them some more class features. There are a bunch of threads on here that have fighter fixes/replacements. One of the best I saw had a mechanic called grit that allowed them to shrug off damage or negative effects x times a day.
I'll look into giving them some sort of Refresh mechanic... I like the sound of it. Some sort of monk-like self-healing pool that can also let them make a new saving throw? I'm not totally sure, but I think that might invalidate the monk even further. I don't know... I'll think of something.

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Well, you did give them some boosts I saw. Maybe the citizens could have a con boost, since they are probably tough little critters.
I don't really see why they'd be tougher than the miners, which are basically the Tough Guy caste. I'd like to give the citizens something unique, but not much comes to mind. The only thing I have is changing the +2 bonus to K. Arcane to a +2 bonus to any two skills. It's slightly more powerful and certainly more versatile, but it doesn't really do anything.
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Old 08-25-2011, 10:09 PM   Top  -  End  -  #11
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don't really see why they'd be tougher than the miners, which are basically the Tough Guy caste. I'd like to give the citizens something unique, but not much comes to mind. The only thing I have is changing the +2 bonus to K. Arcane to a +2 bonus to any two skills. It's slightly more powerful and certainly more versatile, but it doesn't really do anything.
Yeah, I was thinking the citizens might work better as an LA 0 race. I'd say maybe take off the +1 NA or the natural attacks and they would balance. I see them as having a lower place in society based on your description, and so I'd think they'd be more able to handle tough work and hard times. Give them something else and they would be as valuable as the other castes.
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Old 08-25-2011, 10:57 PM   Top  -  End  -  #12
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Default Re: Gatazka - The mechanical guide

I could definitely remove the Natural Armor, but I'm attached to the Natural Attacks in a fluffy way if that makes any sense. I'll drop the armor and reduce the LA. Thanks for helping me.

The citizens do, indeed, have a lower place in society. While the miners are out doing the actual work (such as digging and guarding the hives) and the regals operate as emissaries of the Dragon herself, the citizens do all of the other jobs, such as gathering food, cleaning, and generally acting as servants. They're actually the most populous type and can be thought of as drones pretty accurately. Despite being naturally intelligent, they get the short end of the stick and are usually happy to have it.
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Old 01-26-2012, 08:06 AM   Top  -  End  -  #13
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Default Re: Gatazka - The mechanical guide

Okeydoke, some new stuff is up. I've changed the Fighter fix around a lot (though I've still not managed to implement a refreshing mechanic) and thrown in a bunch of random stuff here and there, including a much more in-depth look at skills (though that's still a work in progress as well). Any kind of comment, positive, negative, or even indifferent, would be very appreciated.
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Old 01-27-2012, 01:44 AM   Top  -  End  -  #14
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Default Re: Gatazka - The mechanical guide

The fighter is better, although you should try to find a way to replace some of those bonus feats in general. I doubt a fighter will need any more combat feats after level 12 or so on your system. However, the Dungeon crasher bit does add a lot, and makes them a lot more acceptable.

As for the skills, you have whittled down the list, which I do tend to approve of. It might possibly be seen by some as too short, but I kind of like it. The only problem is you are giving your players an awful lot of skill points including those earmarked for language. I say try to suggest more benefits for learning languages, and taking away continued skill points set aside for language. (so your character is communicable in something)

I hope this helps
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Old 01-28-2012, 06:09 AM   Top  -  End  -  #15
Lyndworm
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Default Re: Gatazka - The mechanical guide

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Originally Posted by Omeganaut View Post
The fighter is better, although you should try to find a way to replace some of those bonus feats in general. I doubt a fighter will need any more combat feats after level 12 or so on your system. However, the Dungeon crasher bit does add a lot, and makes them a lot more acceptable.
Thanks a lot. I'd like to add an ACF or two to trade out Dungeon Crasher, if I can think of anything. Probably some sort of ranged specialist ACF and body-guard ACF. I'm going to split up the Dungeon Crasher progression a little more (1d6 at every two levels rather than 2d6 every four) and put in a Battle Prowess mechanic; in return, I'll cut out half of the bonus feats (for a total of five). Thanks for the input.

Any comments on the new Battle Prowess mechanics (and especially new abilities, because I feel that five just isn't enough) would be appreciated.

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As for the skills, you have whittled down the list, which I do tend to approve of. It might possibly be seen by some as too short, but I kind of like it.
To be honest, it is a little short. You've inspired me to take a second (well, more like eleventh) look at the skill system. I've left out more skills than I thought, and have decided to expand the list somewhat (one more skill, actually). If you feel like taking another look, I'd greatly appreciate it.

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The only problem is you are giving your players an awful lot of skill points including those earmarked for language. I say try to suggest more benefits for learning languages, and taking away continued skill points set aside for language. (so your character is communicable in something)
I intend to do just that, actually. I'm going to remove the extra skillpoints, and instead turn that same feature into a feat. That makes much more sense to me, thematically and mechanically. Thanks for the head's up.

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I hope this helps
So much! Man, you're great. Without you around here to point me in the right direction I'd hardly ever update this thing.
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Old 01-30-2012, 04:18 PM   Top  -  End  -  #16
Omeganaut
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Default Re: Gatazka - The mechanical guide

Looking closer at the fighter, I think that some of the features are probably OP at low level. Since you seem to be balancing on caster-class power levels, those classes tend to start out slower. Key word here is Scaling.

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At 1st level, the Fighter must choose a weapon with which he is proficient (including unarmed strikes). He gains a +1 bonus to all attack rolls and +2 to all damage rolls made with that weapon. He also gains a +1 bonus to all feint, grapple, and Strength checks made while wielding that weapon, both offensive and defensive.

At 5th level, and every four levels thereafter, the attack bonus increases by +1, the damage bonus increases by +2, and the bonus to feint, grapple, and Strength checks increases by +1.

Each day, the Fighter may spenhttp://www.giantitp.com/forums/newreply.php?do=newreply&noquote=1&p=12614090d one hour in weapon practice to change the designated weapon for this ability to any other single weapon. He must have the newly designated weapon available during his practice session to make this change. For example, if the Fighter wishes to change the weapon for his Weapon Focus from greatsword to longsword, he must have a longsword available with which to practice during his practice session
I'd say only increase the damage by +1 at every interval. Also, I'd insert a limit to retraining for a weapon to once per day. It's implied, but you should make it explicit.
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Double Time: A Fighter can spend one use of Battle Prowess as a Swift action in order to increase his base land speed by 50% (20ft becomes 30ft, 30ft becomes 45ft). This ability lasts for a number of rounds equal to his Constitution bonus.
I'd say make the number of rounds base off of his fighter level/4. That way it scales but doesn't start off very strong.
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Impregnable Defense: A Fighter can spend one use of Battle Prowess as an Immediate action to instantly reroll any saving throw with a +1 bonus. This bonus increases by +1 at 7th level and every 4 levels thereafter. The Fighter must use the second roll, even if it is lower.
Most classes do not get access to this kind of effect until around level 10. Why don't you make it so that you cannot choose this ability until level 11, and the bonus increases at level 15 and 19 only.
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Thick Skin: A Fighter can spend one use of Battle Prowess as a Swift action in order to gain DR X/- where X is equal to his Constitution bonus. This ability lasts for a number of rounds equal to his Constitution bonus.
I'd base either the DR or the number of rounds on the fighter level divided by 2 or 3. Basing both off of Con means it doesn't scale.


The rest looks good, just need some more options. I have a few ideas floating around, but not enough time to put them down right now. I'll post when I can finalize them.
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Old 01-31-2012, 11:28 PM   Top  -  End  -  #17
Lyndworm
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Default Re: Gatazka - The mechanical guide

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Originally Posted by Omeganaut View Post
Looking closer at the fighter, I think that some of the features are probably OP at low level. Since you seem to be balancing on caster-class power levels, those classes tend to start out slower. Key word here is Scaling.
I'm not really trying to balance melee to casters, so much as boost the Fighter up to tier 3 and save all non-casters enough resources so that their skills and feats can be spent on something other than not dying horribly. Still, let's dive in, shall we?

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Originally Posted by Omeganaut View Post
I'd say only increase the damage by +1 at every interval. Also, I'd insert a limit to retraining for a weapon to once per day. It's implied, but you should make it explicit.
Hmm... I've run some numbers, and I agree that it's slightly stronger than intended at lower levels. I'll decrease it to +1 per interval, but that feels a little low. The Battle Prowess and Weapon Specialization stuff might make up for it, though. I'll make the 1/day thing more explicit, as well.

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I'd say make the number of rounds base off of his fighter level/4. That way it scales but doesn't start off very strong.
That's not a bad idea at all. I think I'm going to make all of the Swift action abilities last for one round per Battle Prowess ability known (so, 1 round at 3rd level, 2 at 7th, 3 at 11th, 4 at 15th, and 5 at 19th).

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Originally Posted by Omeganaut View Post
Most classes do not get access to this kind of effect until around level 10. Why don't you make it so that you cannot choose this ability until level 11, and the bonus increases at level 15 and 19 only.
I will if you think I really need to, but it might be important to compare Impregnable Defense with Iron Heart Surge which, while poorly written, is significantly more powerful even by probable RaI (and you get access to it at 5th level, infinite times par day). Then again, that particular gem might not be the best point of balance...

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Originally Posted by Omeganaut View Post
I'd base either the DR or the number of rounds on the fighter level divided by 2 or 3. Basing both off of Con means it doesn't scale.
I was worried about that, actually... I think the blanket nerf on Battle Prowess durations mentioned above should take care of it.

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The rest looks good, just need some more options. I have a few ideas floating around, but not enough time to put them down right now. I'll post when I can finalize them.
Excellent; thank you very, very much. Please do let me know if any ideas occur to you. Even half-formed, maybe I can do something with them.
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