101
The Scrolls of Lost Magic / Re: Fleshgrafting Index & General Discussion
« on: August 03, 2020, 12:01:15 PM »Assuming Con mod + the existing table for Vivisector graft numbers, I see two big problems.
- One, there just aren't enough graft slots for that (only 11 slots). You might want to resolve that giving by mid- and high-level class features for grafting classes that let them double up on graft in the same slot or otherwise bypass that limitation.
- Two, there aren't enough grafts at low levels. With only 4 grafts per level, at level 1 you will have all of them and will likely have capacity left over that you can't fill, not due to mechanical limitations, but due to content limitations. Whether or not you change the number of grafts allowed, I'd like to see a few more options at levels 1-3 just so that low-level grafters can fill out their allowed grafts even from level 1 and so that they aren't forced to have 50% of their grafts the same as any other grafter.
There are feats that grant extra slots.
Not having enough grafts to fill doesn't actually strike me as a problem. You're not going to have access to the materials or the time to max out grafts either, and it's not the intention that lower level grafters have every slot full, either. This is a system for a single base class, after all.
I'm not worried about the graft slots being unfilled at low levels; having a level 1 character with all 11 slots filled is unnecessary and undesirable. But if the system says you can have 6 grafts at level 1 as part of your class features, but only 4 grafts exist, then the real limit is only 4 and it's only implicitly defined, contrary to what's explicitly stated. Moreover, if you ever came back and wanted to expand the subsystem by adding more grafts, adding any new level 1 grafts would be a major power boost for grafters, as it would be raising that implicit limit.
In addition, I don't like choices that aren't really choices, even if that's only for the first few levels. At level 1, every Vivisector will have the exact same grafts applied - all of them (unless the grafts are so useless to them that they don't even want to pay the penalty). You mentioned a limit on materials, though, which might impose yet another indirect limit, and I'll reevaluate this if you provide some thoughts on the matter. I don't see a cost listed anywhere from undead grafts. Is there meant to be one? If so, how much do you pay for the grafts you get as part of your class features?
Quote
Deathshrieker's Cry's penalty is way too swingy. Most of the time, it won't come up, but every so often it turns the humble Thunderstone into a 30 gp save or die. Maybe just deal the damage when you become deafened, and possibly also change the amount of damage to 1d6, or maybe 1 hp/level or something. Also, unless I'm missing something, a short duration deafening effect just doesn't seem that good.
It's a 1st level graft, it's not supposed to be that good. Which is why it's usable at will.
I'd say it's actively bad. Deafening is a very weak effect once you're already in combat. Initiative is already rolled, so the penalty is meaningless. There's usually not anything to listen for aside from intra-party communication, so failing Listen checks isn't much of an issue (and typically none at all for monsters which this would more typically be employed against). The 20% chance to fail spells with verbal components is something, but the odds are low and the 1d4 round duration means that even when casting 1 spell per round for the entire duration (unlikely at low levels with limit spell points), that's an average of only 0.5 spells lost. Add in the Will save and I really can't see this ever being worth a standard action. Toss in the fact that it turns a relatively minor condition into a save or die, and this is a straight up trap as it's written.
Side note, what's the save DC? I don't see a formula anywhere. I'm guessing 10 + 1/2 character level + con mod?
Quote
Dessicating Hand strikes me as a Constrict attack with additional strong defensive benefits. Might be a little strong, might be perfectly fine, just something to keep an eye on. There doesn't seem to be much other support for grappling among the grafts, though (Vampire Fangs, Spiked Torso, and Hulking Grasp), and only one of them actually improves your ability to grapple. If grappling is going to be a subtheme of what you can do with undead grafts, maybe some alternative to Vampire Fangs for getting bonuses on grapple checks and/or some method of counting as larger size so you can grapple larger creatures?
Grappling isn't really a subtheme. That's why there's only 4 grafts that mention it out of 60. And there are enough options across Arhosa that if a character really wanted to be good at grappling, they can be.
It's 25% of your options at level 1, and it's 50% of your level 10 choices. It's also the level 1 option that most directly jumps out as being powerful, granting both offense (damage) and defense (temporary hp) at the same time.
Added 4 new feats, a few class features to the Vivisector, and some minor clean up
By the way, Vivisector only gets 1 corpuscle at level 1, but all of the level 1 grafts need 2 corpuscles to get any desecration benefit.
Expanded Torso's special refers to getting an extra head.
Is Extra Arms intended to let you use the arm to wield weapons and/or a shield?