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Pathfinder - Fixing Feats

Started by Xathan, February 09, 2016, 01:14:19 AM

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Xathan

So one thing that came up during the discussion in this thread by LC was how the feat system, in many ways, screws martial classes and really, all classes that take them (so...everyone.)

One fix that was proposed during that thread was to merge together different weapon groups so instead of taking say, Weapon Focus (Short Sword), you would just take Weapon Focus (Swords), and the bonuses would apply all swords you weild, not just one particular type. It remaindered me of, back during Sparkletwist's Battle for the Underdepths game, many feats were bundled together to make them much more interesting and more viable options.  Here's the examples she used:



  • "Improved" combat maneuvers have no prerequisites. "Greater" combat maneuvers have their Improved maneuver as a prerequisite, plus whatever BAB requirement they normally have.
  • Dodge includes Mobility. In addition, the +4 dodge bonus granted by Mobility applies to any AoO provoked by performing combat maneuvers without the "Improved" feat.
  • Precise Shot includes Point-Blank Shot and Far Shot.
  • Rapid Shot includes Rapid Reload. Its only prerequisite is now Precise Shot.
  • Improved Unarmed Strike also increases the unarmed strike's damage to 1d6 and allows you to make two-handed unarmed strikes for the usual 1.5x strength bonus.
  • Expanded Arcana allows you to change your spell choices at every level, including learning spells you couldn't cast at the time you took the feat.

Add that to making all weapon specific feats instead weapon group feats, and I think we're off to a decent start.

However, I think we can do more

So what I'm asking people is are there any other feats you feel should be bundled together? How about feats that should just be made baseline for all characters? Or other feats like what was done above to Weapon Group Feats as well as Expanded Arcana and Improved Unarmed Strike where the feats could be drastically improved in their current form to make them better choices?

Some ideas that come to mind for myself:


  • Drawing a weapon is always a free action. Quick Draw now gives you a +2 bonus to attack and damage rolls the first time you draw your weapon in combat.
  • Rapid Reload is included with Weapon Focus (Crossbows or Bows or Firearms), and Weapon Focus (Crossbows or Bows) is now a prerequisite for Crossbow Mastery
  • Iron Will, Great Fortitude, and Lightning Reflexes now include their improved versions.
  • Toughness also includes some other benefit. What comes to mind is your choice of DR 1/-, Energy Resistance 5 (choose a type for each point of Toughness you get past the first 3), additional HP when you first take the feat based on your con modifier, or spell resistance 10 + bonus HP this feat provides. Something to make it more viable option.
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[/spoiler]

LoA

Quote from: Xathan
So one thing that came up during the discussion in this thread by LC was how the feat system, in many ways, screws martial classes and really, all classes that take them (so...everyone.)

One fix that was proposed during that thread was to merge together different weapon groups so instead of taking say, Weapon Focus (Short Sword), you would just take Weapon Focus (Swords), and the bonuses would apply all swords you weild, not just one particular type. It remaindered me of, back during Sparkletwist's Battle for the Underdepths game, many feats were bundled together to make them much more interesting and more viable options.  Here's the examples she used:



  • "Improved" combat maneuvers have no prerequisites. "Greater" combat maneuvers have their Improved maneuver as a prerequisite, plus whatever BAB requirement they normally have.
  • Dodge includes Mobility. In addition, the +4 dodge bonus granted by Mobility applies to any AoO provoked by performing combat maneuvers without the "Improved" feat.
  • Precise Shot includes Point-Blank Shot and Far Shot.
  • Rapid Shot includes Rapid Reload. Its only prerequisite is now Precise Shot.
  • Improved Unarmed Strike also increases the unarmed strike's damage to 1d6 and allows you to make two-handed unarmed strikes for the usual 1.5x strength bonus.
  • Expanded Arcana allows you to change your spell choices at every level, including learning spells you couldn't cast at the time you took the feat.

Add that to making all weapon specific feats instead weapon group feats, and I think we're off to a decent start.

However, I think we can do more

So what I'm asking people is are there any other feats you feel should be bundled together? How about feats that should just be made baseline for all characters? Or other feats like what was done above to Weapon Group Feats as well as Expanded Arcana and Improved Unarmed Strike where the feats could be drastically improved in their current form to make them better choices?

Some ideas that come to mind for myself:


  • Drawing a weapon is always a free action. Quick Draw now gives you a +2 bonus to attack and damage rolls the first time you draw your weapon in combat.
  • Rapid Reload is included with Weapon Focus (Crossbows or Bows or Firearms), and Weapon Focus (Crossbows or Bows) is now a prerequisite for Crossbow Mastery
  • Iron Will, Great Fortitude, and Lightning Reflexes now include their improved versions.
  • Toughness also includes some other benefit. What comes to mind is your choice of DR 1/-, Energy Resistance 5 (choose a type for each point of Toughness you get past the first 3), additional HP when you first take the feat based on your con modifier, or spell resistance 10 + bonus HP this feat provides. Something to make it more viable option.

As I was reading the thread, this part jumped out at me. I too have found the preposterous corner painting nature of Fighters annoying and wondered about this myself. However my solution is pretty simple. There was a variant rule called Weapon Group Feats. To put it simply, they give you proficiency with any weapon associated with a type. For instance the Ax Weapon Group Feat gives you proficiency with almost all axes save ones that are exotic like Orc axes or the like. Long Sword Family Proficient Feat gives you proficiency with all long swords except for exotic ones (etc. etc.)

Here's the link to the original source. http://www.d20srd.org/srd/variant/buildingCharacters/weaponGroupFeats.htm

Xathan

Quote from: Love of Awesome

As I was reading the thread, this part jumped out at me. I too have found the preposterous corner painting nature of Fighters annoying and wondered about this myself. However my solution is pretty simple. There was a variant rule called Weapon Group Feats. To put it simply, they give you proficiency with any weapon associated with a type. For instance the Ax Weapon Group Feat gives you proficiency with almost all axes save ones that are exotic like Orc axes or the like. Long Sword Family Proficient Feat gives you proficiency with all long swords except for exotic ones (etc. etc.)

Here's the link to the original source. http://www.d20srd.org/srd/variant/buildingCharacters/weaponGroupFeats.htm

Yeah, I remember those. They're a good start for what was proposed, but don't go nearly far enough.
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
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Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

LoA

#3
Quote from: Xathan
Quote from: Love of Awesome

As I was reading the thread, this part jumped out at me. I too have found the preposterous corner painting nature of Fighters annoying and wondered about this myself. However my solution is pretty simple. There was a variant rule called Weapon Group Feats. To put it simply, they give you proficiency with any weapon associated with a type. For instance the Ax Weapon Group Feat gives you proficiency with almost all axes save ones that are exotic like Orc axes or the like. Long Sword Family Proficient Feat gives you proficiency with all long swords except for exotic ones (etc. etc.)

Here's the link to the original source. http://www.d20srd.org/srd/variant/buildingCharacters/weaponGroupFeats.htm

Yeah, I remember those. They're a good start for what was proposed, but don't go nearly far enough.

Okay how about these ideas?

I hate the lack of synergy that the mental stats play in the Fighter. Oh sure you have Intimidate and Bluff and those can be useful, but intelligence doesn't seem to play any role in making you a better fighter. If I were going to add one thing to the Fighter issue it's that there should be a skill called Tactics, and it's based on intelligence, and when you're in the middle of a fight you can role a Tactics check to see if there's any strategies available to your character.

Another thing that bugs me is the Leadership abilities in this game. Really? The level 2 aristocrat can lead an entire empire from his throne, but I gotta wait till around level 5 to start inspiring people? There should an overhaul to the leadership aspect of this game.

sparkletwist

There are two ways to "fix" feats, in my opinion: either buff up a bunch of questionable feats, or just reorganize the game so that everybody gets more feats. They aren't mutually exclusive, of course. Pathfinder itself kind of tried to do both, but didn't go nearly far enough, I think. The first method is what I did some of in Underdepths, and the nice thing is that it works well within the existing game structure; the downside is that it is probably a lot of work to do it comprehensively. The second method allows many feats to be used as written, but it requires reworking the game structure and determining how many more feats to give, and determining which feats should be allowable as extra feats-- casters probably shouldn't be able to take their "Extra <grab bag power>" a bunch more times, for example.

For the time being I'll assume we're mostly sticking with the first solution, because it's much easier to do it incrementally.


Quote from: XathanDrawing a weapon is always a free action. Quick Draw now gives you a +2 bonus to attack and damage rolls the first time you draw your weapon in combat.
I actually like drawing a weapon being integrated into the action economy, and I think there's a place for Quick Draw as a special talent. However, right now, Quick Draw is just a feat tax for people who want to throw things. I personally think drawing a weapon should be a move or swift action, and you can draw two light weapons at once. This gives someone with throwing axes or the like the chance to make two attacks consistently, or make four attacks once. Quick Draw as written doesn't say anything about putting weapons away (though it's a common houserule) and I think that should be addressed: essentially, I think the Quick Draw feat should let you be allowed to rearrange what's in your hands at will, from what items you have easily available to you. This would let casters switch out wands and rods whenever, and multiple weapon users change weapons on the fly. I do like the idea that it can surprise people, though, like maybe it grants a +2 attack bonus and also gives Rogues a sneak attack if the enemy isn't expecting you to pull your weapon that fast.

Quote from: XathanRapid Reload is included with Weapon Focus (Crossbows or Bows or Firearms), and Weapon Focus (Crossbows or Bows) is now a prerequisite for Crossbow Mastery
Since you mentioned Weapon Focus, I have to rant about that. It is... an annoying feat. It's annoying because it encourages overspecialization: every warrior is a master of a single weapon, and anyone doing TWF has to have an identical pair, so no daisho or anything like that. It's annoying because it's a feat tax for so many other things, and then those talents get locked down to the single specialized weapon too. And it's annoying because, after all that, it's just a lousy +1 bonus. I'd either make it way more useful, get rid of it as the prerequisite for just about anything, or quite possibly both.

Quote from: XathanIron Will, Great Fortitude, and Lightning Reflexes now include their improved versions.
Another option is to make the bonus scale, so that it effectively moves you from the "Bad" save progression to the "Good" one, or gives you an equivalent even higher bonus if you're already there.

Quote from: XathanToughness also includes some other benefit.
Toughness did get much better in Pathfinder than in 3.5, but it's still a little underwhelming. Maybe it should just give you a bunch of random bonuses that make you feel "tough," like +1 natural armor and +1 to Fortitude saves in addition to extra HP, or something like that. Adding energy resistance is another good idea.

Quote from: Love of AwesomeI hate the lack of synergy that the mental stats play in the Fighter. Oh sure you have Intimidate and Bluff and those can be useful, but intelligence doesn't seem to play any role in making you a better fighter. If I were going to add one thing to the Fighter issue it's that there should be a skill called Tactics, and it's based on intelligence, and when you're in the middle of a fight you can role a Tactics check to see if there's any strategies available to your character.
The problem with that is it makes the fighter dependent on stats he really should be able to dump. I mean, Combat Expertise's requirement of Int 13 is annoying (Combat Expertise is annoying in general, but especially that part of it) so I see absolutely no use in adding to the problem.

Quote from: Love of AwesomeAnother thing that bugs me is the Leadership abilities in this game. Really? The level 2 aristocrat can lead an entire empire from his throne, but I gotta wait till around level 5 to start inspiring people? There should an overhaul to the leadership aspect of this game.
This is a good point but something like that is probably beyond the scope of the comparatively modest fixes we're suggesting here.

Seraph

What if feats in general scaled upwards with your level?  For instance, skills like dodge and weapon focus (and so forth) which provide a +1 bonus increase to +2 at level 6, +3 at level 9, +4 at level 12, +5 at level 15, etc.?
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Quote from: SeraphWhat if feats in general scaled upwards with your level?  For instance, skills like dodge and weapon focus (and so forth) which provide a +1 bonus increase to +2 at level 6, +3 at level 9, +4 at level 12, +5 at level 15, etc.?

The problem with this is a practical rather than theoretical one: you have to remember to update all your feats (probably referring back to them as well) when you level, adding more math to a ruleset that already suffers from an excessive amount of math.

Xathan

QuoteAnother thing that bugs me is the Leadership abilities in this game. Really? The level 2 aristocrat can lead an entire empire from his throne, but I gotta wait till around level 5 to start inspiring people? There should an overhaul to the leadership aspect of this game.

Any thoughts on how you'd like to fix Leadership?

Quote from: sparkletwist
There are two ways to "fix" feats, in my opinion: either buff up a bunch of questionable feats, or just reorganize the game so that everybody gets more feats. They aren't mutually exclusive, of course. Pathfinder itself kind of tried to do both, but didn't go nearly far enough, I think. The first method is what I did some of in Underdepths, and the nice thing is that it works well within the existing game structure; the downside is that it is probably a lot of work to do it comprehensively. The second method allows many feats to be used as written, but it requires reworking the game structure and determining how many more feats to give, and determining which feats should be allowable as extra feats-- casters probably shouldn't be able to take their "Extra <grab bag power>" a bunch more times, for example.

For the time being I'll assume we're mostly sticking with the first solution, because it's much easier to do it incrementally.

Agreed on the last point. And what you did in Underdepths is a huge inspiration for why this thread exists in the first place! That and I love how 5e handled feats, where every single one is much more potent and meaningful. The fact that it would be a lot of work to do comprehensively is why I'm trying to enlist the rest of the CBG in doing this with me, I'll freely admit - I think with all the creativity we have flowing around here, we can make a pretty good dent in it.

QuoteI actually like drawing a weapon being integrated into the action economy, and I think there's a place for Quick Draw as a special talent. However, right now, Quick Draw is just a feat tax for people who want to throw things. I personally think drawing a weapon should be a move or swift action, and you can draw two light weapons at once. This gives someone with throwing axes or the like the chance to make two attacks consistently, or make four attacks once. Quick Draw as written doesn't say anything about putting weapons away (though it's a common houserule) and I think that should be addressed: essentially, I think the Quick Draw feat should let you be allowed to rearrange what's in your hands at will, from what items you have easily available to you. This would let casters switch out wands and rods whenever, and multiple weapon users change weapons on the fly. I do like the idea that it can surprise people, though, like maybe it grants a +2 attack bonus and also gives Rogues a sneak attack if the enemy isn't expecting you to pull your weapon that fast.

I'm liking this - so what I'm reading here is that Quick Draw in your mind would work best as I describe, only instead of the bonus damage you instead get sneak attack damage if you have it and, even if you don't, you get a +2 to attack when you draw a weapon with this feat. Also, it should maybe change drawing from a move action to a swift action, and the baseline is now that drawing a weapon is a move that does not provoke attacks of opportunity (or should it?) and you can draw one weapon per hand? And throwing weapons would allow you to draw two per hand per turn? Should that be baseline or the ability to draw 4 weapons be baked into quick draw?

QuoteSince you mentioned Weapon Focus, I have to rant about that. It is... an annoying feat. It's annoying because it encourages overspecialization: every warrior is a master of a single weapon, and anyone doing TWF has to have an identical pair, so no daisho or anything like that. It's annoying because it's a feat tax for so many other things, and then those talents get locked down to the single specialized weapon too. And it's annoying because, after all that, it's just a lousy +1 bonus.  I'd either make it way more useful, get rid of it as the prerequisite for just about anything, or quite possibly both.

I definitely agree that as is it's a weak feat. Do you think it's improved enough by making it apply to an entire weapon group (swords or axes or the like) or do you think it should also be buffed past that - perhaps giving it a +2 to attacks with weapons in that category as opposed to just one, or some other bonus when using weapons in that category?

QuoteAnother option is to make the bonus scale, so that it effectively moves you from the "Bad" save progression to the "Good" one, or gives you an equivalent even higher bonus if you're already there.

I like that too - make it work more like Toughness does for HP, but instead for saves? (Although the problem with scaling is pointed out by Steerpike later on - not sure if adding bookkeeping for Pathfinder is the best idea, although it might work here.)

QuoteToughness did get much better in Pathfinder than in 3.5, but it's still a little underwhelming. Maybe it should just give you a bunch of random bonuses that make you feel "tough," like +1 natural armor and +1 to Fortitude saves in addition to extra HP, or something like that. Adding energy resistance is another good idea.

Oh, Natural Armor, that's a great thing I forgot. Yeah, Toughness just needs a lot more bolted onto it to improve it. I probably would leave off Fort saves as that's already covered by Great Fortitude, and classes that take toughness usually already have the Good Fort progression, but I Love the idea of getting Natural Armor, a bit of Energy Resistance, and perhaps spell resistance, but only against spells that do direct damage to you?

QuoteThe problem with that is it makes the fighter dependent on stats he really should be able to dump. I mean, Combat Expertise's requirement of Int 13 is annoying (Combat Expertise is annoying in general, but especially that part of it) so I see absolutely no use in adding to the problem.

I'm going to second this - Fighters already need good Str, Con, and probably Dex (for AC) and usually should have Wis to make up for their crappy save in that area, adding Int would just be a major burden. Also, I think changes to classes are just a bit outside of what this thread is going to cover - would like to mainly focus on feats here. :)

Quote from: Seraph
What if feats in general scaled upwards with your level?  For instance, skills like dodge and weapon focus (and so forth) which provide a +1 bonus increase to +2 at level 6, +3 at level 9, +4 at level 12, +5 at level 15, etc.?

Quote from: Steerpike
The problem with this is a practical rather than theoretical one: you have to remember to update all your feats (probably referring back to them as well) when you level, adding more math to a ruleset that already suffers from an excessive amount of math.

I think Steerpike has a good point here, but scaling does seem interesting...what if it scaled in a different, less mathy way? IE: Dodge provides a flat +1 to AC right now. What if as you level, it provides other bonuses - at level 6, for example, it gives you Uncanny Dodge (or improved Uncanny dodge if you already have it) or Evasion or something similar? Or would that break too much into class abilities? Or maybe at level 6, you can designate a single target as your dodge focus, like how it worked back in 3.5, but against them you get a +3 to AC?

Then again, that might go beyond the depth of what the modest changes we're looking at here do - I like the idea Sparkletwist used for Underdepths of bundling Dodge's benefits into Mobility, since the majority of feats that have dodge as a prereq also already require mobility anyway. (I think there's like a couple that don't, and I doubt anyone would complain about having the benefits of mobility if they wanted one of those feats)
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
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7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

LoA

Quote from: Xathan
QuoteAnother thing that bugs me is the Leadership abilities in this game. Really? The level 2 aristocrat can lead an entire empire from his throne, but I gotta wait till around level 5 to start inspiring people? There should an overhaul to the leadership aspect of this game.

Any thoughts on how you'd like to fix Leadership?

Sure. First off, I think that You should be able to take leadership at first level, but you can only take Cohorts that are a certain percentage beneath your power level, and the number of cohorts you can have is based around how much you can "maintain" them (food, payment, etc). So let's say I was a level one fighter I would only be able to take let's say a few underpowered kobolds under my wing, but when I'm at a higher level, then I can start leading a small band of warriors.

Quote from: sparkletwist

Quote from: Love of AwesomeI hate the lack of synergy that the mental stats play in the Fighter. Oh sure you have Intimidate and Bluff and those can be useful, but intelligence doesn't seem to play any role in making you a better fighter. If I were going to add one thing to the Fighter issue it's that there should be a skill called Tactics, and it's based on intelligence, and when you're in the middle of a fight you can role a Tactics check to see if there's any strategies available to your character.
The problem with that is it makes the fighter dependent on stats he really should be able to dump. I mean, Combat Expertise's requirement of Int 13 is annoying (Combat Expertise is annoying in general, but especially that part of it) so I see absolutely no use in adding to the problem.


Well that's not quite what I meant. I worded poorly and I apologize. What I meant to say is that it should be an option like Weapon Finnesse. Like a feat called Zenned Mind that allows you to use your Wisdom modifier instead of your Dex modifier to use Bows and Arrows.

Xathan

Quote from: Love of Awesome
Quote from: Xathan
QuoteAnother thing that bugs me is the Leadership abilities in this game. Really? The level 2 aristocrat can lead an entire empire from his throne, but I gotta wait till around level 5 to start inspiring people? There should an overhaul to the leadership aspect of this game.

Any thoughts on how you'd like to fix Leadership?

Sure. First off, I think that You should be able to take leadership at first level, but you can only take Cohorts that are a certain percentage beneath your power level, and the number of cohorts you can have is based around how much you can "maintain" them (food, payment, etc). So let's say I was a level one fighter I would only be able to take let's say a few underpowered kobolds under my wing, but when I'm at a higher level, then I can start leading a small band of warriors.

That sounds interesting! I'd love to see you do a write-up for how that would work, because I'm not sure how to pull that off in a balanced way, but you seem to have some solid ideas here. :)
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
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4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
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7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
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12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]