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Author Topic: New Specialties: Rounding Out The Combat Feats  (Read 1580 times)
Mister Andersen
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« Reply #60 on: January 12, 2015, 09:59:37 AM »

I prefer providing the relevant proficiency as a benefit to making it a prerequisite. To me it creates a more cohesive bundle.

Edited.

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While Origin benefits are neato-keen, I'm steadily gravitating towards presenting fewer bullet points where possible - a package with less to remember while delivering more impact in play is better than a shotgun blast of micro-bonuses.

To a degree, I blame poorly designed character sheets. The layout has remained largely unchanged since the year zero and is hampered by the physical limitations of paper to handle and present data, meaning crucial information is perforce diffused throughout the document often on several pages rather than easily condensed into a single location.

Thus the reason why my PBM charactersheet posts contain a 'Special Abilities' section.
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pawsplay
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« Reply #61 on: January 12, 2015, 05:14:47 PM »

The point is, there's no reason why the specialty shouldn't get a Catfall-esque ability; if you're the type to go for the arteries and tendons than the reduction of falling damage will be excellent for when the giant punts you into the air and causes you to fly a good couple of yards up and over. If you're the sort that starts climbing all over a dragon while it's in mid-flight, then it's beneficial for if/when you get bucked-off.

Is it more useful to a Giant Slayer than an infiltrator? An acrobat? I'm not saying it couldn't be useful, but Specialty design, ideally, isn't "throw in everything useful." I don't being purposefully punted by a giant something that happens very often, and when you are clinging to a dragon, my thought is that you really wouldn't want to fall off. Like, at all. It seems like a very specialized area not very closely related to slaying things that are big. Right off the cuff, a Dodge bonus seems more relevant and desirable.
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