Author Topic: DivHead [base] (Magipunk)  (Read 17601 times)

Offline Garryl

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Re: DivHead [base] (Magipunk)
« Reply #40 on: August 10, 2012, 10:38:02 PM »
Some of the sources for spells are incorrect.
Ghostharp (0) is from Magic of Faerun, not the SRD.

Hack says it can affect a single creature or all creatures of a given race, depending on the effect. All of the effects specify a single creature.

Hack: Tactics could use a buff for low levels when it's your only thing to do, and higher levels when it's competing with other hacks. One round of flat-footedness with a 40% failure rate usable only once per creature seems weak even for a move action.

Offline sirpercival

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Re: DivHead [base] (Magipunk)
« Reply #41 on: August 11, 2012, 09:03:41 AM »
Some of the sources for spells are incorrect.
Ghostharp (0) is from Magic of Faerun, not the SRD.
I'll fix that, any others that you see?

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Hack says it can affect a single creature or all creatures of a given race, depending on the effect. All of the effects specify a single creature.
Yeah, I forgot to change the intro text when I changed the ability.

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Hack: Tactics could use a buff for low levels when it's your only thing to do, and higher levels when it's competing with other hacks. One round of flat-footedness with a 40% failure rate usable only once per creature seems weak even for a move action.
Any suggestions?
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Offline Garryl

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Re: DivHead [base] (Magipunk)
« Reply #42 on: August 11, 2012, 12:00:15 PM »
A quick skim didn't turn up any more sourcing errors, but I don't have all the books so I couldn't confirm all of the spells even if I was studying them closely.

First, I'd make Hack affect be usable against the same creature multiple times on a failure, and on success still allow future uses against the same creature after 24 hours. If you must, increase the DC by 2 for each failure (resetting after 24 hours), but I don't see the mechanical need.

Next, Tactics can let you and allies treat the creature as flanked for the full minute duration with the initial effect (yes, even with ranged attacks; Dodgers will thank you), or increase the bonus to attack rolls for flanking by 2 if the target is already flanked. Flat-footed technically doesn't work for more than one turn anyways because it goes away when you take an action. Add an extra +2 to the attack roll for every tier of success above that.

Finally, add a second Hack that can be used at 1st level, both to ensure choices, and to give an alternative when flanking isn't viable (eg: Improved Uncanny Dodge, All-around Vision, etc.). No, I don't have any good ideas right now.

Offline Jackinthegreen

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Re: DivHead [base] (Magipunk)
« Reply #43 on: August 11, 2012, 07:00:24 PM »
One possibility might be granting some skill bonuses against the target.  This could be useful both in and out of combat depending on which skills are chosen.

Offline sirpercival

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Re: DivHead [base] (Magipunk)
« Reply #44 on: August 12, 2012, 09:22:51 AM »
A quick skim didn't turn up any more sourcing errors, but I don't have all the books so I couldn't confirm all of the spells even if I was studying them closely.
No problem; if anyone else sees an error like this, let me know.

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First, I'd make Hack affect be usable against the same creature multiple times on a failure, and on success still allow future uses against the same creature after 24 hours. If you must, increase the DC by 2 for each failure (resetting after 24 hours), but I don't see the mechanical need.
That's a good idea, I'll implement it.

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Next, Tactics can let you and allies treat the creature as flanked for the full minute duration with the initial effect (yes, even with ranged attacks; Dodgers will thank you), or increase the bonus to attack rolls for flanking by 2 if the target is already flanked. Flat-footed technically doesn't work for more than one turn anyways because it goes away when you take an action. Add an extra +2 to the attack roll for every tier of success above that.
I can do flanked, but I will say that the flat-footed effect actually does work, because you're not actually making them flat-footed (which would then go away), you're letting the allies treat them as if they're flat-footed.

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Finally, add a second Hack that can be used at 1st level, both to ensure choices, and to give an alternative when flanking isn't viable (eg: Improved Uncanny Dodge, All-around Vision, etc.). No, I don't have any good ideas right now.
Would having flank & flat-footed as the two be too redundant?
I am the assassin of productivity

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It's begun — my things have overgrown the previous sig.