More Perks?

Started by Thomas_Not_very_wise, February 13, 2010, 02:55:46 AM

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Equinox

Quote from: Cerberus;172941Healing Hands: Your knowledge of healing gives you insite for unarmed fighting.
 
+1 heal... Your unarmed strike counts as a +1 weapon, -1 damage (you know where to strike and make it count)... Replaces a monks stunning blow with true strike.

This is utterly rediculous. Sorry but monks do -not- need this.

Lulzebub

Card Shark
You know when to hold 'em and when to fold 'em. Some call it luck, but you know the odds and you always stack them in your favor.
- Bonus: PC has a 0.5% better chance of being dealt a Royal Dragon.

Egon the Monkey

Marksmans's Path (Ranger Only)
"We'll fight in the shade"
Your Dual-Wield ability and Imp Two Wep Fighting is permanently disabled. While wearing light or no armor, you gain Point Blank Shot and Rapid Shot. Upon reaching L9 you gain Weapon Spec in Short and Long Bows.
Seems a decent way to implement the "ranged" over "2-weapon" specialisation for rangers.

Snakebite
"You make a habit of draining poison from beasts of the isle to coat your blades or arrows.
"
Every reset, you start with 3 low-grade weapon poisons.

Revenge Is Sweet (Only with 5 rogue levels)
"You can't shoot them in the eye. You can't stab them in the neck. But you have learned a few dirty tricks to let you debilitate the many foes a subtle blade is hard-pressed against"
Gain Favoured Enemy Undead and Slime, rank 1.

War Mage (Only with 5 levels of Wizard or Sorc)
"Your skills are not as fine with the Weave as a research wizard, but you can cope and adapt under stressful, violent situations"
-4 Spellcraft -2 Lore. +4 Discipline, +2 Concentration

Blood of the Negotiator (Only with 5 levels of Sorc)
"Your sorcerous powers constantly manifest themselves as a sort of presence on those around you, making your arguments more persuasive, your threats seem more sincere"
-
1 L1 Sorcerer Spellslot
+3 Bluff, Persuade, Intimidate, Appraise
All that Charisma, no class skills for it  and only 2 SP a level. Yes it's a lot of skills, but they're all social and no sorc will have the SP to focus on more than a couple.

Cerberus

Seeing the Drunken Haze and Pathfinder threads brings me back to this perks thread. Sorry, I tried to bite my tongue and stay out of it but I can't control myself...
 
In a nut-shell simply having these "perks" is considered overpowered. By overpowered I mean that any option that gives a higher value than is expected. Overpowered effects add or remove options, but do not fundamentally change the game.
 
Then there is bent options, or in this case "perks". Those perks that can actually change the way the game plays out by giving an advantage to advanced players over beginners. Advanced players can exploit overpowered options fundamentally changing the way the game is played between advanced players and beginners.
 
Last but not least there are broken options, which are options or perks that when combined with other options or perks make something unplayable, puts it into a loop or makes the word infinite appear.
 
I don't see any of these "perks" as broken but without a doubt they are overpowered. And based on the fact that 4 out of 5 druids recommend pathfinder (if it actually did what it said it does, +10% move rate in the wilds) would make it a bent option. Sorry but a 6th level PC of a certain class that mathematically has a +30% movement rate is beyond a doubt, "Bent". In most cases you shouldn't have that until at least 9th level. With that in mind beginner players could be taken advantage of.

TheImpossibleDream

Druids gain 10% movement at level 3 in the wilds, 15% at 6 and 20% at 9. This is listed on the mechanics page.

Cerberus

Quote from: TheImpossibleDream;177632Druids gain 10% movement at level 3 in the wilds, 15% at 6 and 20% at 9. This is listed on the mechanics page.
My point exactly...
These changes were made to the game based on this servers low level, low spell environment. Now you add the Pathfinder perk and presto! You have a PC that's is far better than the PC any beginner would think he was up against.
 
Thanks for backing me on this TID. You used your advanced knowlage to take advantage of me and just bent the perk ;)

Howlando

You are welcome to make a new thread against the Perk system, it is a subject off topic in this one. Of course I make no promises that I will even read such a thread or bother to take the time to explain why the perk system is actually very cool and something most players are (and should be) happy that mort took a lot of time to implement.

TheImpossibleDream

Quote from: Cerberus;177634My point exactly...
These changes were made to the game based on this servers low level, low spell environment. Now you add the Pathfinder perk and presto! You have a PC that's is far better than the PC any beginner would think he was up against.
 
Thanks for backing me on this TID. You used your advanced knowlage to take advantage of me and just bent the perk ;)

After adding pathfinder perk you have an additional 10% movement speed in wilds areas. Thats 20% movement at level 3, 25% at level 6 and 30% at 9. This movement speed drops off when you enter non wild lands. Having been a level 10 druid I can tell you the pathfinding perk doesn't work half the time. When it does, it's only moderately useful.

A level 8 barbarian moves just as fast as a level 9+ druid due to the way the movement speed seems to be applied to them. So a barbarian with knockdown will make short work of a druid. Tanglefoot bags also work very well against druids and rangers due to their low reflex saves. Nothing can be immune to tanglefoot bag, not even with freedom of movement spell.

Personally if I were ever to make a ranger or druid again I'd not waste my time with the pathfinder perk. Not really what I would call overpowered.

It's not hard for a new or old player to look in the "information for new players" section of the forum and read the "Perks" and "Mechanics changes" thread. The player with the least knowledge of mechanics will almost always lose out to the player who knows his numbers well.

Name any perk you think is overpowered and I will point out why it is not. Though I think you'll find the answer is often the same. Either it replaces a feat or offers a meager insignificant boost that really does neither effect pve or pvp.

derfo

are you serious cerberus

Mort

Quote from: cerberusHealing Hands: Your knowledge of healing gives you insite for unarmed fighting.
 
+1 heal... Your unarmed strike counts as a +1 weapon, -1 damage (you know where to strike and make it count)... Replaces a monks stunning blow with true strike.
Quote from: cerberusIn a nut-shell simply having these "perks" is considered overpowered. By overpowered I mean that any option that gives a higher value than is expected. Overpowered effects add or remove options, but do not fundamentally change the game.
You proposed this (Healing Hands) and say CURRENT perks are overpowered?

Kinslayer988

Back on subject (and glad to be back),

Night watcher

Many say you have the best eyes in the dark. That you can point out a person wandering in the dark almost a mile away!

Gives Darkvision, +2 Spot, and +2 Search at night.

Acrobat

You are one of the people with the best reflexes and speed. However when you do take hits you take them rather hard.

You recieve +1 Dodge AC, and +2 tumble but you are lose -6 Discipline
<SkillFocuspwn> no property developers among men only brothers

FleetingHeart

This should be a place to freely post ideas, no matter how out of whack they may be. Please refrain from ridiculing other people's ideas and stick to posting Perk ideas of your own. We, the DM team, will decide if/when any of these will go in.

putrid_plum

Caver: +2 listen in caves

You spend much of your time underground and have learned to follow the echos people make in the damp, dark, caverns.

Drakill Tannan

Daredevil
Your character is blind, but has learned to get by either way.

Inmunity: Blindness
-40 penalty to all spot checks
-4 penalty, hide, move silently, open lock, parry, pick pocket, set trap, tumble & search.
-1 to attack rolls
+1 dodge AC
+8 to all listen checks
Bonus feat: Blind fight

Egon the Monkey

Linguist
You've got the gift of the gab, whatever the language.
You have a +5 bonus to all scripted Lore checks to read items. +1 Persuade and Bluff.

Cloistered (Cleric Only)
You spend more time contemplating the mysteries of writ and dogma than smiting the infidel.
-1 AB, -1 Fortitude Save, +1 L1 Cleric Spellslot, +1 Will save

Underground Contacts (Rogue only)
You've got contacts in a local criminal or covert organisation who owe you favours. Occasionally they're good for a tip or some equipment.
+2 Persuade. Every time you rest, there is a  25% chance  of gaining a small, useful item (set of lockpicks, Minor trap, grenadelike, weak poison).


Life Giver
(Bard Only)
Somehow, your songs bring out determination and strength within listeners, helping them put aside their pains.
You gain the Healing Domain Powers feat. (Non-Evil only)

This means all  cure spells will be automatically empowered. I wouldn't consider this OP due to the limited number of spells a Bard has and the fact their other spells are generally better (CSW vs Haste?). It would simply make the cures worthwhile. I played a Cleric/Bard healer in the UD, and really enjoyed the concept. This would let a pure bard do something similar.