Too Many Ideas and Not Enough Time
- Dimirag
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Re: Too Many Ideas and Not Enough Time
I thought about doing that too, one book for magic users and one for clerics, something like "The Book of Arcane Magic" and "The Book of Clerical Magic", but as some sub-clases could use each others spell putting everything in one big file its the best option
Sorry for any misspelling or writing error, I am not a native English speaker
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- Fullmmetal515
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Re: Too Many Ideas and Not Enough Time
I have always wanted to see a monk or rogue-like class that focused on Parkour skills over lock picking.SmootRK wrote:So, in addition to working on my House Rules Document, A Thief Supplement, a New Setting, tweaking stuff I already have out there such as "Additional Fighting Sub-Classes", "Fey-Mage", "Priest", and stuff that I really should be working more diligently on such as the Field Guide (monsters)....
... I get the urge to create a new Quasi-Class: Acrobat.
So, instead of trying to make this completely Thief-centric, I think I would like to come up a few abilities that any class might find desirable. Tumble/Evasion, Jumping (standing, running), Fall Damage Avoidance, more. Of course, applying these to a Thief (or Thug, Assassin, or even Jester) would get something akin to the classic 1e Thief-Acrobat (just done a little differently). But, these are all functions that would benefit anyone, whether Fighter, MU, Cleric, or various sub-classes.
So, thoughts? What would you want to see in such a Quasi-Class? I have not looked at the old material in quite some time, but what else would be a 'must have' ability or feature to keep in the class?
Anybody can be a winner, if their definition of victorious Is flexible enough.
Re: Too Many Ideas and Not Enough Time
yes, that is generally the idea... a Quasi-Class of acrobatics (and movement) to enhance any base-class. As to Parkour, perhaps that concept can be accomplished via a Tumble (a percentile skill), success allows for some degree of vertical movement at normal movement rates, using whatever structures/walls/corners are available. That combined with Jumping skill (when there is no structure/item to 'bounce' off of) should make the character quite mobile.
Add in Tightrope/balancing skill (perhaps recasting this ability as some sort of Perilous Footing skill to be a little more universal in its application), loss of the fear of falling (to an extent), Pole-Vaulting? etc. and the character becomes akin to a ninja or parkour master.
Add in Tightrope/balancing skill (perhaps recasting this ability as some sort of Perilous Footing skill to be a little more universal in its application), loss of the fear of falling (to an extent), Pole-Vaulting? etc. and the character becomes akin to a ninja or parkour master.
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- Fullmmetal515
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Re: Too Many Ideas and Not Enough Time
There would need to be a restriction on armor type, nothing heavy, like leather, then again he would be relying heavily on not being hit at all. I don't see him being in a fight with any body who could not follow him up a wall. I think what would differ him from a ninja, would be a complete lack of stealth, being a show off and attention seeker.
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Re: Too Many Ideas and Not Enough Time
Yes, at the very least there will be deficits for wearing armor, something in line with the guidance given for Thief ability adjustments (per Thief Supplement for Armor).
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