Random / Large VP suggestion thread

Started by VanillaPudding, January 28, 2024, 06:12:44 AM

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VanillaPudding

- Give Rangers ITWF at 8 instead of 9 to match the prior change / requirement to 8 AB

- Give Rangers second FE at 4, and third at 8

- Swashbuckler +1 dodge AC if nothing held in off hand

- Rangers maintain their bonuses in medium armor instead of just light

- Pure clerics need a little something to step outside of the massively consistent role.
Tithe 1/day / 3 levels. By using /c tithe, you sacrifice 50 GP to gain ONE of the following as a /free action/:

* 1 Bonus APR for 2 turns
* +3 true damage for 2 turns
* +4 regen / round for 2 turns
* A divine explosion, dealing 2dlvl true damage to enemies in a colossal radius.
* Divine stand - All allies in a large radius are bestowed with Contingency for 2 turns
* etc... insert other ideas


- Chain shirts are considered light armor

- Weapon focus / Weapon specialization / improved critical changed to:

Swords
Axes
Pikes (Halberds, spears, etc)
Blunt (Flails, maces)
Light weapons (finessse)
Bows/crossbows


Summon spells have been changed - They are now much stronger and last 2x as long, but you may only have one summon / spell level out at a time.

Summon swarm removed


Animal bond:
All Druid / Ranger animal companions have a native 5/1 DR, and gain 1/2 of the caster's skills.


Fighters gain Momentum at level 6. Upon delivering a critical hit, their weapon becomes as if Keen for 2 rounds. Upon receiving a critical hit, the fighter gains 5/- DR for 1 round.


Pure Rogues gain deceptive strike -

Deceptive strike applies 1/3rd of your sneak attack damage to any creature immune to sneak attacks. Even the bones or wires of your foes have a weakness, and you've found it. Thus, a level 6 rogue will deal 2d bonus damage, on flanking, to enemies immune to sneak attacks.


Pure monks receive uncanny dodge at level 5


Pure barbarians receive 1/- damage reduction


Riposte from Parry will damage all nearby enemies in range as if struck by your weapon.

Having a natural AND modified parry score of 10 will now grant the deflect arrows feat and +1 dodge AC. In short, this will act like tumble does for bonus AC, so if you are wearing heavy armor / shields it will be harder to accomplish. You must have 10 invested points and maintain it after the armor check penalty.











1dboy

- Swashbuckler +1 dodge AC if nothing held in off hand

+1 dodge ac at 4, +2 dodge ac at 8, must remain pure

- Pure clerics need a little something to step outside of the massively consistent role.
Tithe 1/day / 3 levels. By using /c tithe, you sacrifice 50 GP to gain ONE of the following as a /free action/:

* 1 Bonus APR for 2 turns
* +3 true damage for 2 turns
* +4 regen / round for 2 turns
* A divine explosion, dealing 2dlvl true damage to enemies in a colossal radius.
* Divine stand - All allies in a large radius are bestowed with Contingency for 2 turns
* etc... insert other ideas

the problem with clerics isn't turn/day abilities, or making them have an easier time being a melee bot. the problem is they full buff and still don't feel as good as, say, a pure fighter, barbarian, or anything else, which is definitely by design of the cleric class, but it feels miserable to play and experience.

i think the priest subclass is a step in the right direction, but there should be another subclass that gains access to larger amounts of spells to cast to act more as a blaster-type like wizards and sorcerers get.

i could give a lot of feedback of clerics, and why they don't feel great to play, but most of it is personal feedback and extremely opinionated instead of subjective. I will say the DP 5rounds/level change is amazing, simply for the fact that it doesn't make you feel as subpar.

Summon spells have been changed - They are now much stronger and last 2x as long, but you may only have one summon / spell level out at a time.

Summon swarm removed

until dismissal items are more prevalent in the setting i don't think making summons stronger is a good idea. i can see the PVPs of 'well I had l5 summon ready and you didn't so now you REALLY lose', when that's already the case, and this simply exacerbates it.

Fighters gain Momentum at level 6. Upon delivering a critical hit, their weapon becomes as if Keen for 2 rounds. Upon receiving a critical hit, the fighter gains 5/- DR for 1 round.

l9 to prevent multiclassing, or we're going to see fighter rogues and whatever else getting this



if i didn't respond to it that means i liked the suggestion or dont have any improvements on how to make them better.

clerics definitely need something. Im not sure that this would be it, considering the amount of tools they already have.

LoveLess

QuoteGive Rangers ITWF at 8 instead of 9 to match the prior change / requirement to 8 AB

- Give Rangers second FE at 4, and third at 8

- Rangers maintain their bonuses in medium armor instead of just light
Quote- Chain shirts are considered light armor

Rangers seem great as they are now though and have a great scaling from level to level though:

Level 6: +1 damage and AB to FE, FE perks
Level 7: nothing new, gets 10 in skills (5 for cross class)
Level 8: Ranger 2 slot, which is now enhance ability...
Level 9: +2 damage and AB to FE, improved two weapon fighting
Level 10: third favored enemy, giving +3 AB and +3 damage to a new race, plus the associated perks

I think moving those will just make people entirely drop pure ranger after Ranger 8, opting for something with Tumble and UMD for the 2 other levels. Maybe something that gives sneak attacks for your improved two weapon fighting.

QuotePure clerics need a little something to step outside of the massively consistent role.
Tithe 1/day / 3 levels. By using /c tithe, you sacrifice 50 GP to gain ONE of the following as a /free action/:

* 1 Bonus APR for 2 turns
* +3 true damage for 2 turns
* +4 regen / round for 2 turns
* A divine explosion, dealing 2dlvl true damage to enemies in a colossal radius.
* Divine stand - All allies in a large radius are bestowed with Contingency for 2 turns
* etc... insert other ideas

God no. I think Clerics are still one of the best classes and they have a lot of variety. Their biggest issue is more that people don't portray them much and just play buff bots. I don't see how this fixes that.

They don't need the ability to get back 4 APR at level 8, they dont need a second level 9 divine favor that lasts twice as long, and they don't need an entire Druidic Channeling perk.


LoveLess

I do think rogues having something like a x/day ability to make sneak attacks against sneak immune, and maybe even their current target. Sanctuary as a free action scaling it's DC and effects based on your rogue level? Would be really nice for melee rogue survivability and give them a much needed escape tool