Personally, i'd prefer a system where you have normal classes at below tenth level, and upgrade to a prestige class at 11, like archmage for wizard, cultivator for monk, dragon rager for barbarian etc and let all those have supernatural underpinnings. Therefore, if you want to have realistic fiction, keep it to levels 10 and less, and let those of us who want fantasy superheroes, maybe with anime etc inflences get them at level 10+. the rules did not support that playstyle, but it was the assumption, and 4th+ level spells have a feel way, way outside the fiction that inspired dnd, except the Vance stories, and in those stories, you had, tops, 6 spell slots total. In the original ODnD framework, that the spell levels are still built around, level 4 was hero tier, like conan, level 6 was peak humanity, like batman, and level 8+ were explicitly superheroic. I want awesome stuff at higher levels, quite frankly, everyone NEEDS a supernatural power source at levels 10+ to be competitive against higher level spells. And the druid/pet (the only one I've playtested) is about on par with a martial for basic power. It can EITHER have a pet OR be a really good spellcaster OR wild shape a lot. In terms of relative power level, I largely like where PF2 is. NOT nerf them into the ground but bring them down to approximately that power level. But, again, late PF1 is doing a pretty decent job of that even for classes like the fighter.īut I'd then reduce the power of the full caster classes. Many martials would need upgrading their out of combat abilities. Anything that makes these characters better at a focussed activity but worse in general (or better at one very focussed thing) is fine. So, on a basic power level, a PF1 unchained monk is about right to me. The archetypes and multiclass combinations that take those characters in interesting but NOT overpowered directions. The basic martials in late PF1 actually are quite decent for me. I DO want them to be relevant in game, both in and out of combat. That said, I have no problem with Wuxia monks who can leap incredible distances, Xena throwers who can bounce an object 12 times, Samson like strongmen who can tear down temples.īut no one martial should be able to do ALL of those. I do NOT want martials (in general) to be able to fly, to breathe fire, etc. I want martials to be still somewhat bounded by real world physics without magic. If you do not recognize this as satire, my condolences that you've had to deal with so many jerk players OR if you're one of our "special" wizard community. (The above is designed to be read as satire. To be clear, the Martial's place is under the Wizard's foot. Martials should remember than when a Wizard needs to sit, their place is as a human chair as to not let the Wizard's robe get soiled. They should recognize what little strength they have is to be a human pack-mule for the Wizard's many spell books. Martials should be thankful that they have the strength to climb stairs, not walls. They should be limited to small, rusty broken weapons and realize that they aren't worthy to be in the same room with a magic weapon much less look at one. Martials should be grateful that their measly hit points can be used to soak damage intended for their betters. They should beg their Wizard overlords for gruel everyday and be grateful that the Wizard doesn't just smite them down, but then realize that they're not worth the spell slot. Martials should be weak like small children. Just because you have a Legendary warrior giving you tips in your head, doesn't mean you can react to their advice.)įor characters that already have Legendary Proficiency, the sword could give them a bonus because they effectively have two legendary warriors' experience and training to pull from. (Or perhaps just increases your Proficiency by one step. Something like Excalibur would have the spirit of a legendary swordsman in it that imparts his knowledge to the current wielder granting them Legendary Proficiency with that weapon. Kinda off topic, but I had this idea that magic weapons imbue their owner with martial arts knowledge, increasing their Proficiency. Maybe what a +3 sword does is it lets you reroll an attack roll and take the better result 3 times a day that'd still be awesome and useful but not mandatory. They won't get rid of pluses because legacy but do it in a more interesting way. Fuzzypaws wrote: I think extra damage dice should come from level and that magic weapons should be about properties rather than pluses.
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