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Surgo moved page User talk:Big fat hairy balls/Archive to User talk:Ghostwheel/Archive without leaving a redirect: more puerile spam to clean up
==Yay!==
Now I don't have to ask you to move your guide to roles in the party over here (since I plan on referencing it with some regularity). -- [[User:Jota II|Jota]] 21:29, September 5, 2009 (UTC)
: Yeah... people on there are... >_> Yeah... >_> I mean, saving the Reflexman build? '''Really'''?? --[[User:Ghostwheel|Ghostwheel]] 21:32, September 5, 2009 (UTC)
:::: All prereqs would be gotten--but at their lowest level. So when he picks up the level in Samurai, he gets the ancestral weapon, but its enhancement bonus would be kept as though he were a first level samurai unless he took more levels in samurai. When taking the level in Knight, he would get all the benefits, including the increased damage that Designate Opponent would get, as well the the requisite Code of Conduct. However, both of these would be far weaker than that of a full knight, balancing it out. He'd miss out on Mounted Combat though, as well as the higher-level damage from Designate Opponent though, since he didn't take more than one effective level in knight. In short, he gets enough that the abilities matter... but not enough for them to make a huge difference despite the fact that he's getting level 7 abilities. --[[User:Ghostwheel|Ghostwheel]] 04:27, February 24, 2010 (UTC)
:::::Someone suggested this over on GitP (albeit via a totally different method), and I think it's too easily borked. Maybe if you totally forgot spellcasters, maybe, but a factotum 1, whatever 6 (warblade, psion, wizard, etc), factotum 1 (cunning surge), whatever 12, just for example, is not especially comparable to other characters who have to go through six other levels of factotum to get cunning surge's potential awesomeness (giving up high level spells, powers, and maneuvers -- now no longer applicable in many cases). Now I do agree that the character building ramifications are positively salacious, but I think it opens up a really precarious can of worms. Think fighter bonus feats, or rogue sneak attack dice, maybe. I mean, assuming every ability gained is level appropriate, then in theory this is a great idea. But that's not always the case, and some abilities are better than others. Also, how would this deal with maneuvers known, maneuvers prepared, power points, powers known, invocations, eldritch blast, familiars/animal companions/mounts (just to name a few examples), and all that jazz? -- [[User:Jota II|Jota]] 05:39, February 24, 2010 (UTC)
:::::: Without The One Feat, Factotums getting Cunning surge wouldn't be too problematic at level 8 from only a single level or two in the class, what with how many IP they would have (only that of a first or second level Factotum). For other things like the above, it would default to the lowest one, each level counting as "+1 level", so even if you take Warblade at level 5 for the bonus feat, if it's your first level you'll only get 3 maneuvers known and readied, though they'll be of higher level due to the IL rules. If you took another Warblade level at level 9, you'd get another bonus feat (from a fairly small list, at that), but would only have the maneuvers known and readied of a second-level Warblade. This works well for martial adepts, but psionic and invocation classes may be weaker in this case, since they don't have the IL rules working for them. However, overall (at least for psionics) their abilities are inherently stronger than many martial classes, so it'd balance out. Plus, I'd sincerely hope that "decent" classes have better abilities than just +1d6 SA or an extra fighter bonus feat--if they don't, it's probably not a class you'd take normally anyway in a rogue-level game (which would be what this would be geared for.). --[[User:Ghostwheel|Ghostwheel]] 06:35, February 24, 2010 (UTC)
Yes, yes, I know this will probably spawn some ire or negative comments, but I figured I'd try to see what people think anyway; what do you think of splitting casting stats so that casters are less SAD? For example, for a wizard you could have Int decide spell DCs, Wisdom limit what level spells you could take, and Charisma limit your bonus spells. Keep in mind that I'm thinking of this within the framework on both the recharging magic variant, so bonus spells aren't too important, and balanced wealth which gives +6 to all stats as part of its natural progression, as well as +1 to two stats at every even level. Thoughts? --[[User:Ghostwheel|Ghostwheel]] 03:39, July 5, 2010 (UTC)
:I'm not sure there's really that huge of a difference either way, except perhaps (and even then) for gishes, who may need to invest their stats elsewhere. Given the inherent (eventual) +6, it practically is only two score dependency, with the real trade being a little Con or Dex (maybe Cha) to get just a bit of Wisdom at first level. As you point out, bonus spells aren't that big of a deal given the recharge variant, and you can still get your Charisma quite high (as high as your Intelligence, if you'd like). Gishes will have [[Spiritual Weapon (3.5e Feat)|Spiritual Weapon]], which mitigates most MAD issues they would have otherwise, making the trade-off imposed by this ruling between Dexterity or Constitution and Charisma. Bonus spells aren't likely to be integral to survival, given you still have whatever spells are offered to you as part of the core chassis, and a little boost to AC and initiative/a few extra hit points is likely to have a similarly minimal effect on your overall chances of survival, so whatever floats your boat I guess (with regard to implementation). -- [[User:Jota II|Jota]] 04:15, July 5, 2010 (UTC)
::I understand that you're targeting re-design of spellcasters here specifically, but I imagine that the overall intent is to rework all Single Ability Dependent classes with something like "must avoid characters that can just pimp out a single stat to win DnD". Has there been other overhaul of what ability scores will likely be controlling for all characters? Also, under the framework you are aiming toward, is it still easily possible/manageable to pimp out singular stats above all others? It seems like, if that is controlled, there wouldn't be a need to split up casting duties. Then again, I may be overlooking something. --[[User:Ganteka Future|Ganteka Future]] 22:23, July 7, 2010 (UTC)
== Discipline Weapons ==
I imagine a good number of your builds would substantially benefit from discipline weapons (the enhancement, not the legacy weapons), provided you don't group it in the same category as a ''short sword of subtlety''. The basic combat rogue could start with swashbuckler, dip swordsage (Assassin's Stance), pick up Daring Outlaw anyway (since you don't actually need rogue levels), and then have a Shadow Hand discipline weapon for a constant +3 to hit, provided you don't change stances. In typing that, I can imagine your response, and yet I feeling compelled to mention it. The Nightcrawling Shadowpouncer also would have Shadow Hand, given the focus there, and maybe even Tiger Claw too, since you could justify being in Blood in the Water with a dual discipline weapon. Feral Shifter also seems to assume Assassin's Stance for the most part, as do the Mobile Blender and the Righteous Rager. Anything that has Blood in the Water as it's primary focus can get Tiger Claw, since Blood in the Water is more or less your default option in most cases. I'm not sure there's really a 'default' stance for warblades, per se, so those might be a little trickier given you'll probably pull strikes from several disciplines, ditto for crusaders, though their narrower focus (especially for those that are Thicket of Blades focused -- I see all three Glaive builds are, as is the Mindspider Infiltrator) means it could be worthwhile. -- [[User:Jota II|Jota]] 04:24, July 21, 2010 (UTC)
: Sure could, though that'd involve a whole lotta recalculation of DPR. If someone else wants to do it, go ahead, else people can figure it out for themselves :-P