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Author Topic: Rational for Second Printing changes.  (Read 2686 times)
Crafty_Alex
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« Reply #30 on: July 18, 2010, 11:19:14 PM »

I'm curious why the Tinker spells heal xd8 + Y, rather then a static number like the cure spells?

Because it also inflicts damage. Making it set heal or inflict damage was too powerful.
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« Reply #31 on: July 18, 2010, 11:26:49 PM »

The one that had me scratching my head is the well rounded. The new feat seems less appealing and disruptive to existing builds.
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« Reply #32 on: July 19, 2010, 12:07:05 AM »

I don't see any difference between them.
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« Reply #33 on: July 19, 2010, 01:04:18 AM »

The old one gave you 5 skill points to invest in any skill. The new one allows you to take up to 5 ranks in any skill but doesn't give you any skill point. (If I remember well.) Personally, I prefer the new version. One of my players is already considering it for his Keeper, while the old one wasn't really tempting anyone. Smiley
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« Reply #34 on: July 19, 2010, 04:07:51 AM »

I'm curious why the Tinker spells heal xd8 + Y, rather then a static number like the cure spells?

Because it also inflicts damage. Making it set heal or inflict damage was too powerful.

Fair enough.  Thanks for the reply.
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« Reply #35 on: July 19, 2010, 07:54:24 AM »

The old one gave you 5 skill points to invest in any skill. The new one allows you to take up to 5 ranks in any skill but doesn't give you any skill point. (If I remember well.) Personally, I prefer the new version. One of my players is already considering it for his Keeper, while the old one wasn't really tempting anyone. Smiley

No, the old one did the same thing. The only difference is that the new one explicitly says you have to obey the normal max ranks rules, which was how the old one worked any way.

You're thinking of Training from SC2.0, which FC doesn't have (although hopefully we might see it in the Adventurer's Companion).
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Crafty_Alex
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« Reply #36 on: July 19, 2010, 08:20:56 AM »

The old one gave you 5 skill points to invest in any skill. The new one allows you to take up to 5 ranks in any skill but doesn't give you any skill point. (If I remember well.) Personally, I prefer the new version. One of my players is already considering it for his Keeper, while the old one wasn't really tempting anyone. Smiley

The intent always was that you could take up to 5 ranks in any skill in Chap 2, even if it was not a class or origin skill for you. No bonus skill points given. However, there was confusion about how it actually work, so we clarified.
« Last Edit: July 19, 2010, 09:38:37 AM by Crafty_Alex » Logged

aegis
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« Reply #37 on: July 19, 2010, 08:44:59 AM »

Ow, I stand corrected.   Smiley
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« Reply #38 on: July 20, 2010, 11:28:53 AM »

I guess I was among the confused then.  Tongue

However, I find that given origin skills and easy availability of origins that give you more if you want it, it's really underpowered as a feat in FC. It's easy enough to get origin skills as it is.
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« Reply #39 on: July 20, 2010, 02:18:49 PM »

I guess I was among the confused then.  Tongue

However, I find that given origin skills and easy availability of origins that give you more if you want it, it's really underpowered as a feat in FC. It's easy enough to get origin skills as it is.

I thought so too until I came across a build that I absolutely needed it for. I'm playing a character in a friend's game that's supposed to be the Action Dice Master. I was experiencing an odd situation where more than half of what I did, no matter how lucky I got, couldn't get over a 15. Well Rounded and then two levels worth of skill points later, I've got 1 rank in everything and can get ridiculous results on anything with the addition of an action die. Which I get a buttload of thanks to Fortunate plus a pile of other chance feats. MWAHAHAHA.
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« Reply #40 on: July 20, 2010, 04:27:01 PM »

If I were playing a Courtier and expected to make 14th level, Well Rounded would be a must-have feat.  Being able to say "No, I win." on any opposed roll is too awesome to let untrained status get in the way.

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Golden Dragon
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« Reply #41 on: August 23, 2010, 05:00:12 PM »

Why the changes for Draconic Heritage and the Drake weapon and armor upgrades?

I just built a mage, and I could not pass up the new Draconic Heritage, which now gives a free mage's pouch (which cannot be lost!) I tried to do without it, but it amounts to free armor and a free pouch. The old feat with menacing threat was fun, but now a sorcerer (or any mage) with Draconic Heritage has a huge advantage over the Angelic or Devilish options. I'm not sure I like the new development.

I assume the Drake upgrades were changed for thematic purposes. Those are okay, but still quite powerful for a mage. Did mages really need the extra loving?
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« Reply #42 on: August 23, 2010, 07:23:08 PM »

Menacing threat is worth 3 origin creation points (according to the wiki) while thick hide 3 is worth 2.  That made the old feat a total of 5, which beats out quite a number of others in the original printing.  I think the change was made to bring it in line with other choices.
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Crafty_Alex
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« Reply #43 on: August 23, 2010, 07:32:57 PM »

Menacing threat is worth 3 origin creation points (according to the wiki) while thick hide 3 is worth 2.  That made the old feat a total of 5, which beats out quite a number of others in the original printing.  I think the change was made to bring it in line with other choices.

Bingo!
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« Reply #44 on: August 24, 2010, 11:37:51 AM »

Menacing threat is worth 3 origin creation points (according to the wiki) while thick hide 3 is worth 2.  That made the old feat a total of 5, which beats out quite a number of others in the original printing.  I think the change was made to bring it in line with other choices.
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