![]() |
The Black Wyrm's Lair Terms of Use |
![]() ![]() ![]() ![]() |
![]() |
![]()
Post
#1
|
|
![]() Premium Member Posts: 305 Joined: 25-February 07 ![]() |
I'll be making several suggestions (or at least bringing ideas) to the appreciated, great IA game developers. Even if you don't like my idea, maybe it will spark one of your own. Critto can let me know when he's no longer interested in hearing these ideas from me.
![]() My first idea has to do with weapon proficiencies. Simply put you get more proficiency slots as you spend more time with weapons. Dual classes would get slots according to whatever class they are currently. Maximum weapon proficiency slots per weapon type: 1 for wizards and sorcerers; 2 for clerics, druids, thieves, ranger-cleric mc, thief-cleric mc, and bards; 3 for caster-melee types (rangers, paladins, multi-class caster-fighters); 5 for straight melee classes (all fighters and barbarians). Wizards/sorcerers can’t have combat styles, but all others can. APR increases are not limited to warriors. Kits can’t increase the number of proficiency slots, except in very rare cases. For instance, rangers in more modern DnD versions can specialize in the use of 2 weapons or in archery. Consequently, it makes sense to me that a ranger specialized in archery can have 5 slots in bows. This post has been edited by rbeverjr: Feb 22 2019, 12:20 AM |
|
|
![]() |
![]()
Post
#2
|
|
Forum Member Posts: 607 Joined: 20-November 09 ![]() |
I think when an enemy can do >80 damage in a non-critical hit (web and hardwood golems can do up to 94 damage on a hit, ultra golems can do up to 74), critical hit protection is required. At least for me it is. If you want to move critical hit protection from helms onto rings or some other piece of equipment from ioun stones, that's fine, but those items need to be accessible in Ch 3.
|
|
|
![]() ![]() |
![]() |
Lo-Fi Version | Time is now: 9th September 2025 - 04:41 PM |