Author Topic: Remaking the Bases: Research  (Read 1460 times)

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Gods_Trick

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Remaking the Bases: Research
« on: September 21, 2010, 11:45:13 PM »

  In anticipation of running a PbP I'm going to remake some of the weaker classes. Prime suspects are the Monk, Soulblade and Rogue. Given up on Fighter fixes. I've been perusing the mods that others have offered, how many have been playtested? How did you rate/rank them after? Offer up some suggestions lads!

  Another factor is the philosophy behind the role of the class. The D&D 3.5 practical play role contrasted to what we think they should archetypically be.

  ex. Fighter 3.5: Overspecialised one technique damage dealer or tank; mediocre after 10th level.
       Fighter arch: The basis of the armed warrior that takes on insane odds and wins.

Gods_Trick

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Re: Remaking the Bases: Research
« Reply #1 on: September 21, 2010, 11:56:17 PM »

Post reserved for rebuilds.

Gods_Trick

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Re: Remaking the Bases: Research
« Reply #2 on: September 21, 2010, 11:56:43 PM »

  And stuff.

PhaedrusXY

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Re: Remaking the Bases: Research
« Reply #3 on: September 22, 2010, 01:47:59 AM »
Mine is an amalgamation of things I've picked up from others over the years. The main "upgrade" is the addition of more powerful "fighter only" feats which are fueled by a uses per day mechanic similar to how Divine feats are fueled by Turn Undead attempts. I've also modified quite a few feats to scale with levels, combined some feats, dropped prereqs, just basically gave everyone other feats for free (Power Attack, Expertise, and Weapon Finesse), etc.

It has performed well on low level (3rd) and mid-level (12th) NPCs, but so far I've only had PCs dip it for a level or two.
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raith0

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Re: Remaking the Bases: Research
« Reply #4 on: September 22, 2010, 09:11:22 AM »
i have my write up of all the classes done. http://brilliantgameologists.com/boards/index.php?topic=9181.0
  i am currently doing the live play test but everything has been worked on mathmaticaly to make sure it wasnt way over the top
the only major change i made was in creating a combat manuever system that makes the melee classes more versital and powerfull.  and without that i think they all fall very short

ron

veekie

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Re: Remaking the Bases: Research
« Reply #5 on: September 22, 2010, 09:39:03 AM »
I made one for the monk not long ago that hopefully kept the spirit of the class here.

For the Soulknife, I think the simplest is to take the psychic warrior, drop the psywar's bonus feats, fuse it with the psywar, drop the (ineffective) psychic strike progression,  make the starting blade a masterwork equivalent, and allow the soulknife to chose any weapon he is proficient with for the blade's form.
Replace the Shape Mind Blade feature with the ability to reassign the enhancements and weapon form with an hour's concentration.
Expand the list of available enhancements.

The rogue now, I think the Pathfinder Rogue had the right concept with the change to sneak attack and Rogue Talents, but the specific talents could use refinement and level appropriateness.
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Prime32

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Re: Remaking the Bases: Research
« Reply #6 on: September 22, 2010, 01:12:54 PM »
What the monk is supposed to be: Kenshiro from Fist of the North Star. Give me one other explanation for their ultimate ability being "turn intangible". Shortly before that they get "touch target, then make them explode afterwards", while "ATATATATATATAAAA!!!" is covered from lv1.

http://en.wikipedia.org/wiki/Hokuto_Shinken

Main differences:
  • Kenshiro has more options with his "Stunning Fist", including instant death against low-level opponents, forcing enemies to perform an action, tampering with their minds, or ruining part of their body (such as the muscles in their arms). He can also set a delay for their effects if he wishes.
  • Every one of Kenshiro's attacks carries said special effects.
  • Pressure points can be used to remove conditions as well as inflict them.
  • Kenshiro can take down a group of men as quickly as one man (Whirlwind Attack, Cleave, or that War Mind ability?).
  • Kenshiro has or can grant himself enormous strength, speed, and endurance, even for a character of his level.
  • Can expel ki from his fists to perform attacks at range.
  • Kenshiro can attack while intangible, and if he passes through an object it explodes.


At lv1 I would allow monks to use a touch-range version of command as a Supernatural ability at will, with the Will save changed to a Fort save and a duration of +1 round per four levels. You cannot affect the same creature more than once per round, though the save DC is increased by 1 for each additional time they are struck.

At higher levels their attacks inflict effects similar to cloudkill (1 round duration), slay living, holy word, modify memory, etc. Maybe they get a limited "spell list" of sorts from which they can learn new techniques.
« Last Edit: September 22, 2010, 01:42:13 PM by Prime32 »
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The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
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Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Gods_Trick

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Re: Remaking the Bases: Research
« Reply #7 on: September 22, 2010, 11:06:44 PM »
What the monk is supposed to be: Kenshiro from Fist of the North Star. Give me one other explanation for their ultimate ability being "turn intangible". Shortly before that they get "touch target, then make them explode afterwards", while "ATATATATATATAAAA!!!" is covered from lv1.

http://en.wikipedia.org/wiki/Hokuto_Shinken

Main differences:
  • Kenshiro has more options with his "Stunning Fist", including instant death against low-level opponents, forcing enemies to perform an action, tampering with their minds, or ruining part of their body (such as the muscles in their arms). He can also set a delay for their effects if he wishes.
  • Every one of Kenshiro's attacks carries said special effects.
  • Pressure points can be used to remove conditions as well as inflict them.
  • Kenshiro can take down a group of men as quickly as one man (Whirlwind Attack, Cleave, or that War Mind ability?).
  • Kenshiro has or can grant himself enormous strength, speed, and endurance, even for a character of his level.
  • Can expel ki from his fists to perform attacks at range.
  • Kenshiro can attack while intangible, and if he passes through an object it explodes.


At lv1 I would allow monks to use a touch-range version of command as a Supernatural ability at will, with the Will save changed to a Fort save and a duration of +1 round per four levels. You cannot affect the same creature more than once per round, though the save DC is increased by 1 for each additional time they are struck.

At higher levels their attacks inflict effects similar to cloudkill (1 round duration), slay living, holy word, modify memory, etc. Maybe they get a limited "spell list" of sorts from which they can learn new techniques.


:lmao

Kenshiro is a wizard in monks features. Which might be a fun class to play, but I think I'll stick that with the Tier 1 Fighter mods  :P

The_Mad_Linguist

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Re: Remaking the Bases: Research
« Reply #8 on: September 23, 2010, 12:00:48 AM »
Serene guardian does that. 
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