Saturday, August 6, 2011

THIRD TIME FOR FEATS

Alright, I've made one more draft for the Feats of Arms document, and put it on the Badlands wiki at the usual place, replacing the previous draft: http://www.lordsofhack.com/home/doku.php?id=badlands

I've added a bunch of feats that Andrew and Jason asked for, and made a few notes to clarify a few things here and there.   I've added a couple more feats here and there too,   So, have another look if you are so inclined, and I'll put up a final draft at the end of the week before our next session.

I'm reckoning that we'll start using the feats of arms with our next game.

6 comments:

  1. Definitely puts more thought into my fighter.

    Definitely taking rampage (I think this is what'll counter masses of cannon fodder thrown against us). If I had the charisma for it, I'd take all the leadership type feats, since my dwarf will be in the front line. Shield specialty, most likely. Probably shield brothers. Then it starts to get tricky. I have the dex to get two handed fighting, so I can use shield attack. But I'm Badaxe Jack, so I feel I rather need to do weapon focus on battle axe. I'd love to have little bastard just for the name alone, as well as dwarf axe toss.

    So yeah, a bit more thinking is required.

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  2. Since dex is the only stat that Ping is good at, I'm thinking that I'll work toward the "Danger Shot" feat to enable him to shoot into melee.

    However, that shield attack is so nice it is hard not to work toward that instead.

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  3. Man, I came up with another feat today that was so awesomely fantastic I can't believe anybody didn't come up with it sooner!

    Drinkin' Man
    No prerequisites
    Benefit: Any time the character drinks after a fight, the character can add a +1 bonus to the amount of damage healed.

    As an alternative (and since I now actually read the 'drain a flagon' rules in the combat section, saying the flagons can only be drained once a game day), you could allow the 'Drinkin Man' to drink multiple 'flagons' (with some sort of upper limit), and gain the best results amongst the flagons drained (sort of like how we do hit points every month). The downside to this is the person could end up getting intoxicated. Or failing that, maybe the Drinkin Man causes the effect of the flagon healing the next higher dice instead (excellent mead healing a D12 instead of a D10, poor ale being a D6 instead of a D4).

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  4. Or maybe Drinkin Man would let you get away with draining a flagon after every fight (but, again, not beyond what your HP were when the fight started.

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  5. That's awesome.
    How about we word it "can get the benefits of "drain a flagon" method of regaining hit points two mote times per day than normal"

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  6. Perfect. Now I have to figure that in to my dwarf's set up as well. Hell, drinkin' man is something that's almost required for 1st level fighter types.

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