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4 months ago ::
Feb 03, 2013 - 3:10AM
#51
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Date Joined:
Jul 29, 2012
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I AM in favour of bringing back the extra attack for the Fighter at lvl 6, with another at 16.
That'd help a lot.
Yes, or maybe trade MDD for extra attacks.
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4 months ago ::
Feb 03, 2013 - 3:13AM
#52
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Only if MDD continue to scale after lvl 11.
If they don't then (the Fighter will be a trash trap class and) the extra attacks need to be EXTRA.
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4 months ago ::
Feb 03, 2013 - 3:16AM
#53
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Date Joined:
Jul 29, 2012
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Only if MDD continue to scale after lvl 11.
Yes, I would like them to scale slower, but over 20 levels.
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4 months ago ::
Feb 03, 2013 - 3:16AM
#54
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Date Joined:
Apr 15, 2001
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I would not buy 2nd ed if they rereleased it again.
Just those reprints!
Classes do not define an edition for me, I can always house rule, port over, convert classes (5th Ed is great for that).
I did not buy the reprints as I already have X2 2nd ed PHB (and 3.0,3.5 and 4th). I do not really need 3 copies.
Reducing a character to a list of dice rolls and modifiers is not role playing*
*pg 30, AD&D 2nd Ed DMG, 1989.
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4 months ago ::
Feb 03, 2013 - 3:32AM
#55
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Date Joined:
Jun 23, 2012
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I think it's easier to keep damage in check overall under the current model (rather than settling on multiple attacks each round). I would like to see MDD (as mentioned above) increase more slowly and over a greater length, and see combat surge make an earlier appearance (and ultimately more daily uses). Although I worry that might have too negative an impact on the maneuver situation (maneuvers are also staggered oddly). It's just an eyesore seeing MDD climb to 11th level then stop (but climbing further would be overkill).
I don't really see the benefit to staggering the Martial Damage Bonuses at 5/10/15/20 for multiple levels. Just go ahead and do 1 per level if that's the case.
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4 months ago ::
Feb 03, 2013 - 4:26AM
#56
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Date Joined:
Aug 25, 2007
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if you look at level 1 to 10 most classes don't get abilities at levels 3,6 and 9 becouse at these levels you get feats at level 10+ it are the levels 12 13,15,16,18 and 19 (12 15 and 16 also becouse they are levels where you get a feat). 13,16 and 19 are probebly levels where you would gain powers from your legecy.
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4 months ago ::
Feb 03, 2013 - 5:14AM
#57
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Date Joined:
May 23, 2012
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The extra attack maneuvers aren't working out too well. They are very overpowered for low level players.
Extra attacks need to be closely balanced by giving them to all classes at certain levels.
Getting a successful hit should not be required in getting an extra attack.
Nor should any player character or monster get over 4 attacks per turn. That starts to slow down the game and it often leaves other pcs with nothing to do.
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4 months ago ::
Feb 03, 2013 - 6:28AM
#58
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Date Joined:
Mar 11, 2008
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I'm not a fan of Weapon Dice replacing Martial Damage Dice.
Too many of the maneuvers make no sense being better when executed by a two handed axe.
I AM in favour of bringing back the extra attack for the Fighter at lvl 6, with another at 16.
That'd help a lot.
I highly suspect that the Manuevers will be revamped and not use the value of the WDD anymore. They will be more like Bull Rush, where you spend the die, but never roll it. There may be some exceptions, like Glancing Blow, where it makes sense to roll the die. I once looked over all the Maneuvers, and only 5 wouldn't need changes, and several (all the ones that grant an extra attack) will be useless.
My concern, is when does the fighter gain his first WDD? If it's at first level, then they all have the ability for Mulitple attacks at Level 1 (Bad, IMO). If they don't gain them until higher levels, then the Manuevers can't be tied into using them, which will basically make them bonus fighter feats (also Bad, IMO). Hopefully, they build into the system a limit as to how many attacks you can make with WDD based on level; then you could return to bringing back the extra Attack at Lv 6 (or whatever level is appropriate).
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