Dimirag wrote:Some suggestions:
Change the % values to flat XP, as to avoid the same issue that the QC had before the change.
I like the idea. So, to come up with some numbers, I got the average of the XP needed for the 4 classes to advance to level 2, rounded to 1800. Using the percentages of the supplement as is right now, the categories will cost:
Normal: +90 XP
Moderate: +180 XP
Medium: +270 XP
Powerful: +360 XP
Very Powerful: +450 XP
Dimirag wrote:Put the Prime Requisite Minimum as a side optional rule, name it Minimum Ability Score as Prime Abilities are not part of BFRPG, make the min scores 12-14-16-18.
Move the Max Abilities per Categories as another option.
The Prime Requisite was removed? Oh, crap, my copy is already outdated

. This would make that each Special Ability must depend on an Ability Score selected by the GM, which makes more sense (in the example, the Special Ability of catching projectiles would be based on Strenght, as that was the prime requisite for fighters). Also, using various ability scores would make the categories more complex, so your numbers seems better than the ones I have.
Again, I like the idea of making both optional.
Dimirag wrote:Abilities should be called Special Abilities or have their own name to avoid confusion.
The idea of this supplement is to grab a class and then customize it, but your example is the way around, first you thing the class you want and then try to roll it and add the perks.
Oh, haven't noticed that.
Dimirag wrote:Also, give a list of special abilities per categories and abilities.
The special abilities should be left to the creation of the GM or the ones provided by the supplement.
About this, it would be good to put some examples and the categories they belong to, but I don't want to make this as a "skill point-buying" system, I would prefer that the GM or the player with his/her GM aproval would make the abilities themselves.
Dimirag wrote:Finally, the example of the adding of special abilities needs more details as to provide a guide to how powerful a special ability is and how it works, you only give the example of the +1 to attack, I suppose the alertness is a one point reduction on his chances of being surprised, which to me is at most a moderate special ability under the Wisdom ability and the arrow catching special ability is as powerful as it works in play, so an example of its mechanism is needed to reflect the power level given by the GM.
Roger that.
Thank's for all the advice

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Only as high as I reach can I grow, only as far as I seek can I go, only as deep as I look can I see, only as much as I dream can I be.
- Karen Ravn