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Messages - hakarb

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So it's about time that I started collecting some opinions on my rework and this is as good a place as any. I'm at version 0.3 (1.0 will be the core system initial balance complete) with classes being more or less completed minus necessary editing.

If you've got some time and you'd like to check out the project, here's a link to the current change notes.

http://thegreylands.com/home/change-notes/

9/3/2014 Update: I'm at version 0.4. balancing the magic system has proven tricky but I think I've hit something balanced and uncomplicated.

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Just giving that many IP is, I think, bad.  With that many, you have absolutely no reason to conserve -- you've taken the "management" out of "resource management".  The class isn't supposed to be "hey, here's some cool shit to do".  It's about resource management on a shoestring budget. 
Also, 31d6 sneak attack is bad.

For my games:
-- IP progression changes to match that of a Good Save (that gives you 2 extra -- 1 at the front end and 1 at the back end),
-- add INT bonus as a separate /day pool,
-- FoI is completely different: gives you 1 extra out-of-combat refresh of your /day pool.  Can only be taken once.
-- magic item: Well of Inspiration: provides extra IP via "charges", refreshes 1/day.  Priced according to # of charges = 1k*#^2 (max 10)

I mean, nobody in my group gives a damn regardless; but all have admitted that if that type of character happened to interest them, then it just might be workable.

Sorry, I otherwise am rather bored by the class in contexts other than gestalt.

What's 31d6 compared to wish spells and death spells and just 9th level spells in general? I mean 31d6 is nice if the entire encounter is only one enemy that can be killed fairly easily and the factotum doesn't need to do anything else for the remainder of the encounter.

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Hello All,

I'm reworking the factotum class to fit in with my custom setting that is a mix of pathfinder and 3.X, taking the best rules of both to help balance the classes and keep the game fun.

So far, here's what I've got.

Remove feat: Font of Inspiration. The feat feels too mandatory for the factotum and doesn't provide much substance at the cost of removing feat specialization.
Add ability: Cunning Learner. At level 6, 12, and 18 the factotum gains 4 additional skill points, they can be spent in any class skill.
Add ability: Improved Cunning Knowledge, the factotum may now use cunning knowledge without the per day restriction. Gained at level 19
Change ability: Cunning Brilliance. Skill is moved to level 20 since it's a capstone and should really be there anyway.
Change ability: Inspiration Points. Since Font of Inspiration has been removed, the factotum now gains a total of 31 Inspiration points at level 20. Since many factotums would just use every feat they had on inspiration points, this just seemed to accomplish the same thing but still allow them to specialize or learn feats.

Any feedback is welcome, thank you in advance.

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Introduce Yourself / Hello everyone
« on: June 18, 2014, 02:29:22 AM »
Name: Rory, or Hakarb, or whatever else you want to call me, as long as you don't call me late for dinner.
Favorite Games: Monster hunter, D&D, the Tales series from Namco. Not much else, I'm very picking when it comes to games :(
Hobbies: I like to fix machines, computers, code, you name it, I like to fix it
Other stuff: I'm working on a mashup rebalance of both pathfinder and D&D 3.5  in an attempt to fix what each one broke and take the best of both worlds and improve them. It's part of my ongoing campaign setting, The Grey Lands. I'm also looking for help with the project  ;)

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