Improved Toughness

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Woror
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Improved Toughness

Post by Woror » Sun Nov 15, 2015 9:58 am

A feat for our brawny friends.

Requires Toughness (*)

You get an additional +1hp for level (retroactive too).
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Re: Improved Toughness

Post by Yemin » Sun Nov 15, 2015 10:51 am

Hmm, 6 feat points is a pretty heavy investment, but it sounds good to me if HP in general isn't considered already too brawny. Fighters definitely can afford it
I trained up double-edged bananas because the uber-plantain of doom I scored from the beehive quest was the best weapon in the game. Now it's being treated like a bug and they have gimped its damage! That's not fair! My character is ruined!
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Re: Improved Toughness

Post by Woror » Sun Nov 15, 2015 11:33 am

I was thinking about just a point in toughness.
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Post by Yemin » Sun Nov 15, 2015 12:57 pm

I think that would make the rest of toughness's somewhat less worth it and make an extra potentially 50 hp too easy to get.

With only two feat points needed, every character save perhaps rogues could afford to drop a couple of points into it.

Unless that was the intended outcome then fair doos.
I trained up double-edged bananas because the uber-plantain of doom I scored from the beehive quest was the best weapon in the game. Now it's being treated like a bug and they have gimped its damage! That's not fair! My character is ruined!
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Maetha
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Re: Improved Toughness

Post by Maetha » Sun Nov 15, 2015 3:53 pm

In 3.5e, Toughness could only be taken once- and Improved Toughness was the (duh) improvement feat. Of course, in 3.5e- extra health was not at all balanced versus the other things you could get for a feat (in that it was undervalue and practically worthless, even for masochistic tanks.) Because of the inherent more fast-paced and "lethal" nature of fights here, it has a little more value- especially since there are only so many fighter feats. While I'm all for making the game more resemble 3.5e- adding Improved Toughness isn't the means to do so.

Perhaps instead Dodge, Mobility, etc?
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Yemin
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Re: Improved Toughness

Post by Yemin » Sun Nov 15, 2015 5:11 pm

Dodge is a skill already though and while a player doesn't literally see its echo as that only fires on a *complete dodge*, It does have an effect in combat round by round like shield work and so on. You can only really tell if you play a fighter for a long stretch of time then play a wizard without those skills but one that can get up to the same AC. the wizard still gets hit more.

Mobility.... has no use here that I can see. Feel free to suggest some of course, since I'm probably missing something but there're no squares to move across and utilize it for skirmishers. Skirmishing, if introduced here will look very different than on table I think.

Between dodge having an armor penalty and heavy armor specialisation i think mechanics that effect AC here are good so far.

An extra 50 hp may or may not be some pretty heavy duty stuff. It may push two handed weapon users to more than they should be... or it may not. Its hard to tell without really knowing how damage and hp are dealt out here. Nothing in the help files illuminate just how much hp a levle 50 fighter really has without con bonuses. And how that balances with damage output of monsters.
I trained up double-edged bananas because the uber-plantain of doom I scored from the beehive quest was the best weapon in the game. Now it's being treated like a bug and they have gimped its damage! That's not fair! My character is ruined!
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