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Paxon

Paxon

These are all great questions, and most of them are simple misses on my part. I knew there were going to be holes this ruleset I didn't catch.

1 hour ago, Niblooey said:

Hm. How does the Firearm proficiency changes interact with Martial Traditions? The Simple, Martial, and Heavy weapons distinction is still good for characters using 1pp classes only, but it matters less for Spheres of Might characters who don't get broad Martial proficiencies, and that one Discipline talent granting wide-scale Firearm proficiency also gives you the Gunsmith feat, so does that get any changes or does it stay the same? Are Gunslingers automatically proficient in Heavy firearms too?

That one Firearm proficiency discipline (I'll make sure I have the name right when the Russian hack of the wiki is resolved 🤨 ) will give proficiency with Martial firearms for sure. I need to decide exactly where to wrap proficiency in the heavy weapons, it should be an exotic weapon proficiency, but I'd like to encompass them all within a talent for spheres use. I'll make sure I update this accordingly in the Firearms Rules thread, thanks for bringing it to my attention. The Gunslinger will not automatically have proficiency with Heavy Weapons, however they will be able to choose any simple firearm as the weapon they gain at 1st level. (Edit: I forgot the Gunsmith feature is removed, so ignore this remark.) I'll make sure to add these items to the firearms thread at my earliest opportunity.

1 hour ago, Niblooey said:

This doesn't have much to do with character creation, but ah, do abilities used by the Tank crew while operating the tank benefit from its size? Like getting a +4 intimidate bonus if it's larger than the target while using Straight Down the Barrel, or bonuses for Overrunning foes and stuff.

Yeah, I'm applying the size modifier on the tank, so that +4 intimidate bonus would apply, +4 CMB, -4 to AC, etc. I'm not going to apply to its attack roll to shoot, as that is a precision instrument. 

 

1 hour ago, Niblooey said:

In the Character Creation rules thread, I've got a small correction on the Dueling weapon property. You can perform Trip maneuvers with any weapon so long as they can perform melee attacks, the Trip property just lets you drop it in place of tripping yourself if you fail by a 5 or more. Similar case with any maneuver that can be done in place of melee attacks, they work with pretty much anything RAW, you just need to be able to justify using your weapon with it effectively without it being ridiculous enough that it prompts you to veto it as the GM (like if someone's using a rusty knife to dazzle someone via Dirty Trick). Drag or Overrun might be a better example of something that can't usually be done with a weapon. Pointing this out cause ah, I like using maneuvers a lot with martial characters, so wondered if this was just a mistake on your part or if you're unfamiliar with how the mechanics piece together here.

Also in that same thread, the Spoiler box detailing your Feat Tax Reduction rules cuts off around the "Improved Unarmed Combat: ..." mark. Not sure what's up with that, might be good to bring up in the bug thread.

You are correct, and that trip example snuck in from the place I copied it. I'll get rid of the example, it's inaccurate. 

And that Improved Unarmed Combat was another straight miss on my part. I was meaning to copy the correct text in there and missed. Correcting that shortly.

 

If you spot anything else amiss, don't hesitate to let me know.

Paxon

Paxon

These are all great questions, and most of them are simple misses on my part. I knew there were going to be holes this ruleset I didn't catch.

29 minutes ago, Niblooey said:

Hm. How does the Firearm proficiency changes interact with Martial Traditions? The Simple, Martial, and Heavy weapons distinction is still good for characters using 1pp classes only, but it matters less for Spheres of Might characters who don't get broad Martial proficiencies, and that one Discipline talent granting wide-scale Firearm proficiency also gives you the Gunsmith feat, so does that get any changes or does it stay the same? Are Gunslingers automatically proficient in Heavy firearms too?

That one Firearm proficiency discipline (I'll make sure I have the name right when the Russian hack of the wiki is resolved 🤨 ) will give proficiency with Martial firearms for sure. I need to decide exactly where to wrap proficiency in the heavy weapons, it should be an exotic weapon proficiency, but I'd like to encompass them all within a talent for spheres use. I'll make sure I update this accordingly in the Firearms Rules thread, thanks for bringing it to my attention. The Gunslinger will not automatically have proficiency with Heavy Weapons, however they will be able to choose any simple firearm as the weapon they gain at 1st level. I'll make sure to add these items to the firearms thread at my earliest opportunity.

49 minutes ago, Niblooey said:

This doesn't have much to do with character creation, but ah, do abilities used by the Tank crew while operating the tank benefit from its size? Like getting a +4 intimidate bonus if it's larger than the target while using Straight Down the Barrel, or bonuses for Overrunning foes and stuff.

Yeah, I'm applying the size modifier on the tank, so that +4 intimidate bonus would apply, +4 CMB, -4 to AC, etc. I'm not going to apply to its attack roll to shoot, as that is a precision instrument. 

 

1 hour ago, Niblooey said:

In the Character Creation rules thread, I've got a small correction on the Dueling weapon property. You can perform Trip maneuvers with any weapon so long as they can perform melee attacks, the Trip property just lets you drop it in place of tripping yourself if you fail by a 5 or more. Similar case with any maneuver that can be done in place of melee attacks, they work with pretty much anything RAW, you just need to be able to justify using your weapon with it effectively without it being ridiculous enough that it prompts you to veto it as the GM (like if someone's using a rusty knife to dazzle someone via Dirty Trick). Drag or Overrun might be a better example of something that can't usually be done with a weapon. Pointing this out cause ah, I like using maneuvers a lot with martial characters, so wondered if this was just a mistake on your part or if you're unfamiliar with how the mechanics piece together here.

Also in that same thread, the Spoiler box detailing your Feat Tax Reduction rules cuts off around the "Improved Unarmed Combat: ..." mark. Not sure what's up with that, might be good to bring up in the bug thread.

You are correct, and that trip example snuck in from the place I copied it. I'll get rid of the example, it's inaccurate. 

And that Improved Unarmed Combat was another straight miss on my part. I was meaning to copy the correct text in there and missed. Correcting that shortly.

 

If you spot anything else amiss, don't hesitate to let me know.

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