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Author Topic: Re: Waiting Room  (Read 283 times)
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ArenaManager
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« on: October 28, 2008, 11:40:42 PM »

Unchecked Homebrews

Systems:
The Chozo Warrior-Prime32-Underwhelming (especially early on), is kinda specific for a base class, the feats are numerous and thus vastly unavailable (not a bad thing except for the whole feat dependency), no reason to be out of suit form, no reason to take on ball form except when out of battle or if you are hyper-specialized, Charge Beam is pretty worthless as it takes a round, missiles are extremely limited in supply (Super Missile doubly so, and is not worth double missiles to use), Visor comes too late (consider giving abilities earlier and more of them).  Will accept, but consider the above.

Classes:
The Sanguine-Bajaaku-Abilities are complicated, simultaneously too weak and too powerful (-2 HP for +1 str is insane, but a lot of the rest are underwhelming), should probably be a PrC instead, blood points should be accumulated by others as well (only used by the Sanguine), some abilities make no sense (Blood in the Eyes should be (ex) and shouldn't be limited per day, for instance, but have some other limiter, like an attack penalty), other abilities suffer the same problems, Seeing Red should come earlier, all healing should eliminate blood points, Open Wound is worthless, Awaken Blood is horrid (make it do more, or happen more times per day).  Revise the wordings before acceptance.
Tyrrant-Risada-There's not much support for Stunning Fist here, other than the 1st and 2nd level ability, but requires it, I would have liked to see more done with it, Spirit Totem is either worthless or awesome, depending if the number of rounds you can use it is per day or per activation.  Consider making it a constant ability that you can only have one of up at a time, barring the Double/Triple Totem abilities, and switching is a swift action, Boar Totem is a tad more powerful than it should be, considering it's +4 AC and +4 str and +4 con, where you have a level 6 one only be +6 str and one size larger for things and Imp Bull Rush, also, reword the larger size thing, like what they count as larger for, and if they stack with certain abilities (right now it's very vague), Monastic Mastery is sort of out of place (and probably should have +s at the levels you get it, to avoid confusion, or just have it be at the level you first get it), your bonus feats aren't listed on the table, the monk abilities don't advance full flurry, only the penalty....is this intentional?, idea on the Stunning Fist issue: have Monastic Mastery boost the DC as well, and probably add one more SF related feature later on on a dead level.  Fix the wordings before acceptance.  Also...the name doesn't quite lend to the class, I expected something different.
Warlord-Risada-Fell Swoop should be one of those nifty class specific stances, not an ability named Wild Strike, Iron Heart Might is a tad too powerful (specifically the +attack/damage bit, if it was just damage then fine, and it would equal the HP re-gain as well), Feirce Assault is horrendously abusable what with giving out attacks as free actions after any strike...make it a swift action and /day rather than encounter (it's all day right now, since encounters last less time that even 4 rounds) and you have a deal, Iron Heart Insight is a stupid ability right now, try making it 'expend a maneuver to re-roll a failed attack roll at a bonus equal to the maneuver level' would be better, and fix that /encounter BS that makes it a constant thing, and add a clause that you may only do this 1/attack.  Modify before acceptance, also need others to weigh in on it.
Weaponmaster-Prime32-Intelligent items confuse me...someone else do this.

Feats:
misc. feats-dman11235-Unchecked
Misc. Feats-Risada-A little on the weak side, much as Blade Meditation.  Will accept, but consider the above.  Not much you can do about it though.

Items:
misc. items-dman11235-Unchecked

Spells, Powers, Maneuvers, Soulmelds, Vestiges, Etc.:
Misc. Maneuvers (ToB-Iron Heart and Devoted Spirit)-Risada-Shield Stun: It's an action swap, so not much of a benefit, onsider having it still deal damage.  Majesty: It's....more than one round....not sure about that, especially since a crusader would be able to have it up almost constantly (recover maneuvers before it ends), and is also a tad bland, consider lowering to one round and spicing it up.  retributive Aura: nice.  Battle Roar: What's with the boosts that last more than one round, consider revising, but will bow to better experts, but it strikes me as kinda defeating the point of boosts.  Wide and Full Sweep: nice.  Thunder Storm: nice.  Warcry: Consider re-wording it to be +IL damage for the round, and may be weak, though not sure.
« Last Edit: October 30, 2008, 10:15:29 PM by ArenaManager » Logged

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