Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Garryl

Pages: 1 2 3 4 [5] 6 7 8 9 10 ... 225
81
D&D 3.5 and Pathfinder / Re: ToB Campaign Idea
« on: June 22, 2021, 08:06:41 PM »
What place does Magic takes in your setting?

Still present, but less than your typical D&D game. I had some notes originally that the ToB gestalting would continue every 3 levels, but full caster classes can't be taken at those levels (aside from level 1), which would implicitly drop spellcasting down to about Bard level. That exact implementation doesn't make that much sense, but the idea of full casters being forced to spend a level in a different class every 3 levels or so has some merit.

Maybe it's me going down the obvious path, but the ending could be forming their own school/reforming the temple of nine swords + founding their own legacy weapons/collecting the nine swords. Basically to restore the honour of the martial adepts, even if it's not exactly the same thing as the original temple.

One concept I was musing about today is that Reshar unintentionally obstructed his own goals when he founded the Temple of the Nine Swords (T9S). Before he came around, the Sublime Way was stagnant because every group studying it guarded their secrets tightly, refusing to share and let the knowledge spread around. There were a million little sects each innovating their own techniques, but those techniques would be known to only those few members and would frequently be lost as the smaller sects died out for whatever reasons. After he learned from as many of them as he could, codified the best of them as the nine disciplines, and founded the T9S, he flipped the script but inadvertently recreated the original problem with a completely different cause. Now everyone could learn and no knowledge would be lost, but at the same time, these codified disciplines became the de facto, orthodox ways of practicing the Sublime Way. There were (almost) no more little innovators growing the Way in their own unique directions.

Quote
Personally I'd also encourage people to look at martial monstrous races (gnolls, hobgoblins, etc.) because of the strong lore role those play in ToB. And it's a little more interesting than the normal array of humans and dwarves you'd get in a martial campaign.

Either way, I'd certainly be interested in this.

Definitely. Hobgoblins had a major influence on Reshar and the T9S, being the founders of the Iron Heart discipline. I suspect he would have been a lot more open-minded about what students to accept, which would have led the T9S to have a tradition of acceptance. What matters would have been a student's passion for the Sublime Way, not their race or background.

On top of that, the Shadow Tiger Horde recruited a large number of traditionally monstrous races for their assault. The survivors would have learned no small amount about the Sublime Way, even if they didn't have any connection to it before, and brought that knowledge back to the communities they returned to after the battle ended and the horde dispersed. That's the general premise for the development of a few of my homebrew disciplines (although not explicitly with monstrous races doing it).

Also, Nimblewrights. If ever there was a printed construct more conceptually suited to an affinity for the Sublime Way, I have yet to see it.

I'm interested primarily because I have not played with ToB very much and would like to try it. Sprinkling in some marshal would be fun for gestalt.

I'm not planning to even think about running this or any other game any time soon. That said, anyone who wants to take this idea and run with it is more than welcome.

I'm actually running a ToB-focused PbP campaign (well, kinda running, it's been on life support during the pandemic) with a fairly similar premise and outline.  The out-of-character thread is here if you want to take a look at the setting and houserule information, but the gist of it is thus:

Neat. I will take a look at that for inspiration. Thank you for sharing it.

I don't suppose you kept the references around (which pages/sections the different schools and setting elements are mentioned in)? Most of those little fluff pieces are tiny things that don't go into any real detail, scattered around all over the book, but you've piqued my curiosity about them now.

Tracking down some of the missing nine swords could be another good plot hook. Although, whether the players want to rebuild the T9S, create a new school of their own, leave the whole thing alone and let the Sublime Way evolve on its own without the ingrained teachings from the T9S that they've learned, or do something else entirely at the end is up to them.

82
D&D 3.5 and Pathfinder / ToB Campaign Idea
« on: June 22, 2021, 01:44:32 AM »
I've had a notion for a Tome of Battle-focused campaign floating around my head for a few years that I never really worked out. The idea would be to make heavy use of Tome of Battle's lore and mechanics by having the players be some of the last students of the Temple of the Nine Swords who are away from it for whatever reason, having left as the discord was rising but before the Shadow Master and Tiger Lord were banished, returning long enough after the Shadow Tiger Horde's invasion and the temple's fall for the horde and the temple's survivors to have dispersed and for the immediate aftermath to finish settling down. Maybe they were on an extended "graduating exam" mission/journey to prove their skill and worth to be considered masters? The idea is that it would be long enough for the battles to be long over, but also for new, less formalized martial schools to start forming without the omnipresent Temple of the Nine Swords looming over them.

Plotwise, I'm not sure where it would go, specifically. The beginning is clear to me, the players returning to the ransacked temple, finding it occupied not by their teachers and fellow students but by bandits, many of whom are remnants of the Shadow Tiger Horde, but some of whom are also disillusioned former fellows from the Temple. Clearing out the remains of the Temple would lead the players to a plot hook. Perhaps they would seek revenge on the Shadow Tiger Horde that destroyed their former home or on the students that betrayed their fellows to join it. Perhaps they would find some clue that some of their friends or teachers from the Temple are still alive somewhere and would decide to track them down. Either of those would result in a need for more information, which should push the players into seeking out the House of the Fallen Sun, a former minor player in the local criminal underworld focusing on information brokerage and subterfuge for hire, but which aided the Shadow Tiger Horde in their assault on the Temple of the Nine Swords and subsequently took in a number of their martial adepts after the Horde's dissolution. Ideally, this would then lead the players further out into the world, tracking down their target but also leading them into crossing paths with some of the other newly-forming martial disciplines along the way.

Mechanically, I want everyone to have a bit of ToB to their characters, even if they're not playing that archetype. I'm thinking of giving everyone gestalt at levels 1 and 4, as long as one side is a ToB class. For martial adept characters, this would represent skills learned from before they started studying the Sublime Way (a martial adept class and a non-martial adept class), cross-training learned in the Temple (2 martial adept classes), or perhaps the development of new, esoteric techniques from that long journey (mixing in a homebrew martial adept class). For non-martial adept characters who were not students of the Sublime Way, these two martial adept gestalt levels would represent skills picked up from hanging around the Temple and/or its students for several years.

While I want the campaign to start simple with mostly just the use of ToB material, I'd like it to expand as it continues to include the wide range of interesting ToB homebrew that's out there. Martial adept levels would be extremely common among NPCs and monsters throughout the campaign. However, the initial encounters would have them be exclusively from ToB. Later sections would include more and more homebrew classes and disciplines.

Some character background elements for the players to think about:
- Why did your character study the Sublime Way, or find themselves working with students of it so frequently?
- Who was someone your character had connection with from the temple? Where they a friend, a rival, a mentor?

Anyways, I'm not really sure where I'm going with this. It's mostly just to plop out notes and get the ideas out of my head and recorded somewhere.

Edit: What ToB homebrew do you think would work well in this era and should be included? I'm familiar with my own work, but it's been so long since I've really been part of the homebrew scene that I don't remember even a small fraction of the myriad homebrew disciplines, let alone the additional classes people have made.

83
Rhythm-based combat.

Each character has an offensive and defensive beat and a tempo. Beat is a score which always stays in the range of 0-99, and tempo affects how much beat changes with every action. Larger numbers are not better or worse than small numbers. Beat cycles through this 100-point range, and the objective is to synchronize your offensive beat with your opponent's defensive beat for maximum effect.

When making an attack, subtract the defender's defensive beat from the attacker's offensive beat. If the result in negative, add 100 repeatedly until the result is 0 or higher. If the result is somehow 100 or higher, take only the 10s digits and below (ie: modulo 100). The result is thus always in the range of 0-99. This is called the attack's rhythm.

Add the rhythm to the attacker's accuracy and subtract the defender's avoidance. If the result is 0 or less, the attack misses and has no effect on the defender. If it's 1-50, the attack grazes and has a minimal or reduced effect. If it's 51-100, the attack hits and has its normal effect. If it's 101 or higher, the attack crits and has an enhanced effect.
- Side note: Original thought was that the  Rhythm + Acc - Avd would be a percentage multiplier to damage and might affect other effects in other ways, but that's too complicated for quick tabletop calculations.
- Number ranges might need adjustment. Rather than a hard 1-50, 51-100, and 101+, instead the defender might have a graze range (result <= graze range is a graze) and a crit threshold (result > crit threshold is a crit), or perhaps the attacker might have a crit factor (result > 100  - crit factor is a crit).

After resolving an attack, advance the attacker's offensive beat and the defender's defensive beat by their respective tempo scores. Do the same modulo 100 thing to the results to keep them in the range of 0-99.

Similarly, at the start of each character's turn, advance their offensive and defensive beats by their tempo score.

84
Scalar Perception
Illusion/Transmutation spell? High-level maneuver? PrC class feature?

Choose a creature. You manipulate the link between perception and reality to interact with a distant creature as though it were much closer and much smaller than it actually is. While it is further away from you than your reach and there are no other creatures or objects visible to your in a direct line between you and the subject, you treat that creature as being in the space a distance away from you equal to your reach along a line to the subject. This allows you, for example, to make melee attacks against it regardless of distance, and affect it with short-range auras or spells, or even affect it with area attacks and effects that extend into that nearby space. Note that an attempt to grapple the subject normally will fail, as once you move into the space it seemingly occupies, it will still be further away, but an attempt to pull the creature into your space with Improved Grab will still succeed. Further, any interactions between you and the subject are made as though the creature were of a smaller size category than it actually is, based on its actual distance from you.

Subject's
Actual Distance
Subject's Actual Size
FineDiminutiveTinySmallMediumLargeHugeGargantuanColossal
> your reachFineDiminutiveTinySmallMediumLargeHugeGargantuan
> 2x your reachFineDiminutiveTinySmallMediumLargeHuge
> 4x your reachFineDiminutiveTinySmallMediumLarge
> 8x your reachFineDiminutiveTinySmallMedium
> 16x your reachFineDiminutiveTinySmall
> 32x your reachFineDiminutiveTiny
> 64x your reachFineDiminutive
> 128x your reachFine

This effect immediately ends if you lose sight of the subject for 1 round or if another creature or object remains visible to you within a direct line between you and the subject for 1 round.

85
It lacks the perfect continuity of a planned thread of reserved posts, but you could always post the additional content later in the thread and have an index with links in the first post. Bonus points if you go out of your way to have each individual post have a link to the previous, next, an index post (but that's far more than you would need).

86
Homebrew and House Rules (D&D) / Re: [3.5] custom psionic powers
« on: February 02, 2021, 12:03:40 PM »
Seems like it should be a 5th or 6th level power. The nearest comparisons are to Invisibility Sphere, but it doesn't break when attacking (Invisibility vs. Greater Invisibility but without even the reduced duration). It isn't defeated by See Invisibility, but the sphere of "invisibility" is more active and thus a bit more conspicuous (bringing things into reveals the invisibility and makes things invisible, as opposed to only at casting). The Spot check to notice that something is up isn't much different from the normal Spot check to notice an invisible creature, which will usually be DC 20 when moving about.

Quote from: http://www.d20srd.org/srd/specialAbilities.htm#invisibility
A creature can generally notice the presence of an active invisible creature within 30 feet with a DC 20 Spot check. The observer gains a hunch that “something’s there” but can’t see it or target it accurately with an attack. A creature who is holding still is very hard to notice (DC 30). An inanimate object, an unliving creature holding still, or a completely immobile creature is even harder to spot (DC 40). It’s practically impossible (+20 DC) to pinpoint an invisible creature’s location with a Spot check, and even if a character succeeds on such a check, the invisible creature still benefits from total concealment (50% miss chance).

87
Sort of like Ardent/Divine Mind mantle powers, then, but with each discipline and every power on it rather than just 7-10 powers at a time? I'd be a little concerned about the lower max level cap on the later-granted disciplines, as you'd be forced to take lower-level powers in places of your high level powers from your main discipline. That sort of limitation would work better for a spellcaster who can learn spells of lower levels independently of their higher level spells known (whether it's like a Wizard who has no limit to spells known of any level or like a Sorcerer who keeps learning new lower-level spells alongside new spells known of their higher level spells).

88
Off Topic Fun / Re: Vote 2020
« on: November 10, 2020, 11:07:23 PM »
Speaking of Benford's Law, it's a neat bit of math and I'm glad to have now learned about it. Unfortunately, it's not very applicable to election result analysis.

89
Living Spell Companion ACF
Classes: Druid 1, Ranger 4
Replaces: Animal Companion

Attract a living spell as a companion like you otherwise would an animal companion. This follows most of the same rules as an animal companion. An otherwise mindless living spell companion has an Intelligence score of 1 instead, so it gains feats and skills. You can handle your living spell companion using the Handle Animal skill and teach it tricks as though it were an animal. Attracting a living spell companion also requires expending a spell slot of the living spell's spell level or higher.

Living spell companions do not gain bonus animal HD based on your effective druid level. Instead, their caster level increases by that amount, increasing their statistics, such as HD, size, and SR, accordingly.

The improvement to the animal companion's natural armor bonus also applies to the living spell companion's deflection bonus to AC. The improvement to the animal companion's Strength and Dexterity scores also applies to the living spell companion's Charisma score.

You can only attract living spells of spells on your spell list from the class that grants this class feature, and only of the minimum caster level for their spell level. Initially, you can only attract living spells of spells up to 1st-level. For every 3 effective druid levels beyond 1st, you can accept a -3 penalty to your effective druid level for animal companion advancement to attract a living spell of one level higher, up to a maximum of 6th-level living spells at -15 to your effective druid level at 16th level or higher.

Additionally, if you have the animal affinity ability, you can use it to influence living spells, although you suffer a -4 penalty on your check to do so.

90
D&D 3.5 and Pathfinder / Re: Classes without Craft/Profession
« on: August 23, 2020, 06:53:29 PM »
I've never understood the point of Profession at all, since it's the kind of thing that a PC would never actually spend time using. D&D already is infamously bad as an economy sim, so making a skill that requires downtime away from being an adventurer always struck me as a useless item.

It's more part of the fantasy sim side of things, rather than the gamist side. You might stick a rank in it to represent what your character did before setting out on the path of adventuring, or more if you decide it's still a really big part of your character, and you use it when the campaign says you have extended downtime, rather than seeking out downtime in order to use it. Mostly, though, it's an NPC thing for NPCs to NPC with. Craft is largely the same, although it actually has some practical, gamist utility to it.

91
A quick estimate of the chance of falling into the diehard range is to divide 10 by the average damage dealt by enemies (maximum 100%, obviously). A slightly more accurate way would be to take a weighted average of 10 divided by each possible damage result enemies can deal. For example, a Dire Wolf (1d8+10, with a 1/20 chance to deal double with a crit), has about a 67% chance of dropping a character into the range of 0 to -9 with a sufficiently long series of attacks starting at a random initial hp value.

Example Anydice code:
Code: [Select]
DAMAGE: {1d8+10:19,2d8+20:1}
output [lowest of 1000/(1dDAMAGE) and 100] named "diehard"

Some damage values for reference:
(click to show/hide)

The odds can improve or worsen depending on how your DM plays different monsters with multiple attacks when they drop a character, whether they move on to other combatants immediately, or continue to direct attacks at an unconscious character until they're dead (not an issue for Final Thoughts, as its immediate action activation would interrupt any subsequent attacks, so more of a regular Diehard thing). Also, multiple attacks with different amounts of damage are weird to calculate, although I suspect they'd overall overall improve your chances of landing in the Diehard range; smaller attacks have lower chances of skipping it, and would whittle down your hp more slowly leading to the high damage attacks risking KOing you when you have more hp remaining and thus barely nudging you into the Diehard range.

Of course, that's also ignoring the many other ways of losing hp or dying that make falling into the Diehard range irrelevant, such as death effects, being disabled by spells when it happens, etc.



Since I've already written so much about the topic, here are some thoughts about Final Thought. I'm not a huge fan of these types of feats in general. Getting dropped isn't a common occurrence in my experience, and falling in the Diehard range when that does happen only comes up maybe 60% of the time when it does happen. Using this sort of feat can help win the fight, but it does reduce your odds of surviving the fight sometimes; a creature that drops you unconscious might move on to your allies that still threaten it, but if you're still up and fighting, it's all but guaranteed to stick around to finish you off. Final Thought bucks the trend of Diehard effects somewhat by being more of a Death Throes ability instead, getting one last effect off before you slip into an unthreatening unconsciousness. This lets you disrupt your enemies as you drop, hopefully preventing them from finishing you off while you're so vulnerable, and unlike Diehard, you're not still up and fighting so you're not an overt threat that still needs to be neutralized.

For practical purposes, I'd expect Final Thought to be used more as a last-ditch, reactive life saver than an offensive Death Throes, since it's only usable when you're at death's door rather than when you've irrevocably passed beyond it. By mid levels (the earliest you can even take the feat with its thinker level 8 prerequisite), you have a few ideas that are good for this sort of thing, such as Being and Nothingness, Mindarmor, On Life, Reposition, and even Stinking Cloud, in addition to less effective lower-level variants such as Graceful Dance, Healing Touch, and Take Positions. If you build for it, having redrawn your hand at the end of your previous turn, odds are pretty good that you'll have at least one idea along those lines, probably 85% or so.

A get out of death free card is great to have. Unfortunately, I think it's not reliable enough for what you're paying. You can hit the Diehard range with a relevant defensive idea in hand maybe 50% of the time, which is a little less reliable than I'd like, and it gets worse at higher levels as damage numbers keep rising. It's a more reliable and more powerful version of the Rogue's Defensive Roll in terms of not dying, at least, but that's not saying all that much.

The new version lets it be used regardless of how low below 0 you go, rather than only if you fall into the Diehard range, so it has full Death Throes capability. You probably still want it more for saving your life, rather than getting a bit of vengeance at the end of it, but at least you get a consolation prize if you can't do that by improving the odds for the rest of your party even if you still kick the bucket and die.

As I mentioned, getting dropped isn't a very common occurrence for PCs in my experience (very common for NPCs, though). I'd have trouble justifying a feat on mitigating something that happens to my character maybe a couple of times per campaign when I could instead pick up more proactive abilities that would keep defeat from being a concern in the first place. It's a really good feat for NPCs, though, as it's basically a 50% chance of getting an extra idea off during a fight. I also don't have much experience with higher-level rocket tag combats, where this sort of reactive ability might be all the more necessary to survive, although fights like that would have even greater odds of bypassing the Diehard range and just invalidating the feat entirely, so I doubt it.

92
D&D 3.5 and Pathfinder / Re: Classes without Craft/Profession
« on: August 23, 2020, 03:18:52 PM »
Huh. All these years and I've been under the mistaken impression that all the PHB classes had Profession as a class skill. That's a bummer. I guess it's more interesting to see which classes don't have Craft, then.

93
D&D 3.5 and Pathfinder / Classes without Craft/Profession
« on: August 23, 2020, 01:24:48 PM »
The Craft and Profession skills are nearly omnipresent, but there are a few classes that don't get them as class skills. So far, I've seen the Crusader (missing Profession) and the Marshal (missing both Craft and Profession). Are there any other base classes that lack either of those skills? I'd imagine there are a few PrCs that do, since they can get a bit more specialized at times, but base classes tend to be more general and foundational.

PrCs without Craft
(click to show/hide)

94
"Runerunner"

I'm not sure typical D&D combat environments are conducive to such a mechanic, but it certainly sounds intriguing and it would certainly encourage encounters that aren't 10x10 rooms with an orc. Desert Wind has a couple of maneuvers like that (Ring of Fire deals area damage in a circle you enclose, Salamander Charge makes a wall of fire in the spaces you move through) and I've seen and made a few homebrew abilities using effects on the spaces you move through. I'd be interested to see if there's something worth exploring in this concept.

I can see the basic thing being something like a full-round action to double move, placing runes in the spaces you move through as a free action, up to one rune per space and up to some number of runes based on your level. At the conclusion of your movement, if you placed runes in a pattern matching one of the effects you know, you can consume those runes to activate that effect (unconsumed runes dissipate harmlessly).

95
Unofficial Errata Project / Re: Errata Complaints
« on: August 15, 2020, 04:49:44 PM »
Salamander Charge should be errataed so that the wall of fire you create does not damage you, at the very least not on the round following the one in which you initiate the maneuver. Since the wall fills every space along your path, it includes the space you end your charge in (and even if it didn't, it damage creatures adjacent to the wall as well), so with the full-round initiation action, you can't move away from the wall after creating it.

96
Max weight for a heavy load is Str * 10 lb. at 10 Str and lower. From 11 through 15, it's an exponential curve, doubling every +5 Str, rounded to the nearest 5 lb (100 * 2 ^ ((Str - 10) / 5)). Str of 16 and higher continues that curve, although for simplicity the rounding part of the equation is dropped in favor of just being 2x what the carrying capacity of -5 Str was. Light load and medium load limits are 1/3 and 2/3 of the heavy load limit, respectively, rounded to the nearest lb.

97
Other Games / Re: 1001 TCG Card Ideas
« on: August 09, 2020, 01:18:23 PM »
Dunno why I'm thinking about counterspell-esque effects right now.

Revert Existence {1}{W}{U}{B} (v1)
Instant
Exile target permanent and counter all of its activated and triggered abilities. While {this} is on the stack, that permanent's activated abilities can't be activated and its triggered abilities don't trigger.

Revert Existence {W}{U}{B} (v2)
Instant
Counter target activated or triggered ability. If a permanent's ability is countered this way, exile that permanent.

The Red/Green Counterspell {R}{G}
Instant
Change the target of target spell or ability you don't control that targets a permanent or player. You may have its new target gain hexproof until end of turn.

Preemptive Theft {R}{R}
Instant
Gain control of target creature or artifact spell. As it enters the battlefield, it gains haste until end of turn and if you control it at the beginning of your next end step, its owner gains control of it.

Devouring Bag {2}
Artifact
Devouring Bag enters the battlefield with a charge counter on it.
Discard a card, {X}{2/U}, {T}: Counter target spell with converted mana cost X or less, where X is equal to the number of charge counters on Devouring Bag. Then, put a charge counter on Devouring Bag.
Sacrifice Devouring Bag, {2}, {T}: Draw a card for each charge counter on Devouring Bag.

False Hope {B}{B}
Instant
Target creature or planeswalker that entered the battlefield this turn's controller sacrifices it at the beginning of their next upkeep.

Balanced Summons {W}{W}
Instant
Target spell's controller may have you put a permanent card from your hand onto the battlefield. If they don't, counter that spell.



Fade Into Illusion {1}{U}{U}
Sorcery
Target creature gains "Whenever this becomes the target of a spell or ability, sacrifice it." until end of turn.

98
Reactive Damage Reduction: Expressed as RDR x/<y. If you take more than y damage at a time, reduce the damage taken by x. This can't reduce it to less than y. Reactive damage reduction otherwise functions as and counts as damage reduction; reactive and regular DR don't stack, and damage sources that ignore or automatically bypass DR likewise ignore or bypass reactive DR.

99
Terminology clarification: attacking.

The term attack is used for two different things in D&D. First, the obvious, is performing an attack, usually involving an attack roll of some sort to see if you hit with your weapon or weapon-like effect. Second, performing any sort of hostile action, including making a weapon attack, casting an offensive spell, turning undead, etc. This is used a few times in a few places, but the only place I think it's actually defined is in the description of the invisibility spell. I would like to change the second meaning to use a different, separate term. I'm leaning towards the term "assault," myself.

Assault: Sometimes, a spells or ability refers to assaulting a creature or performing an assault. Making an attack against a foe is an assault. An assault also includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the assaulting and receiving characters' perceptions; if either considers the other an enemy or opponent, it is considered an assault.) Actions directed at unattended objects do not count as assaults, unless the character wishes them to. Causing harm indirectly is not an assault. Thus, an assault does not include summoning monsters and having them attack, cutting the ropes holding a rope bridge while enemies are on the bridge, remotely triggering traps, opening a portcullis to release attack dogs, and so forth. Spells such as bless that specifically affect allies but not foes are not assaults, even when they include foes in their area.

100
Dazzled condition is underwhelming. Also, if you're somehow dazzled and blinded, despite the fact that dazzled is basically a lesser for of being unable to see, the penalties stack, which is just weird.

Dazzled: The creature is unable to see well because of overstimulation of the eyes. All opponents are considered to have concealment (20% miss chance) to the dazzled character. All checks that rely on vision (such as Search and Spot checks) are made with a -2 penalty. The effects of being dazzled do not stack with those of being blinded; only the stronger condition applies. Sightless creatures cannot become dazzled.

This might be making it a little too strong compared to how it's expected to be, making abilities that employ it a little too potent. A 20% miss chance stays relevant at high levels, and being concealment means that precision damage is disabled and hiding is possible (although a Bluff check would be needed to create a diversion, since presumably the creature you dazzled is aware of you at that point). Then again, the abilities that just dazzle are generally considered way on the weak side.

On the other hand, this buff to dazzled does significantly nerf races with light sensitivity and light blindness, which dazzles them within bright sunlight. Those tend to be on the weaker side already as player races (water orc excepted, and possibly also kobolds for the later material that is specifically for them and for Dragonwrought aging stuff), which means nerfing options that are already bad. I'd be inclined to let players using those races do something minor to negate the dazzling. I think there are some cheap nonmagical goggles in some book that negate daylight sensitivity's dazzling but keep just a small Spot penalty or something. Regardless, I'd also be inclined to price it similarly to a skill trick or a Barbarian's illiteracy, something that you can spend 2 skill points to remove.

For personal reference, a discussion covering light senstivity.

Pages: 1 2 3 4 [5] 6 7 8 9 10 ... 225