FrankTrollman wrote:What about the stuff like a Monk's daily uses of Stunning Fist? It can be used X/day, but there's nothing listed on what they have to do or not do to get the uses back. There are a fuck tonne of classes and creatures with daily use limits on their powers like that.
Yeah, that would definitely apply. I think per day SLAs apply too, though it seems like there'd be some obscure caveat in the back of some appendix that rules they're similar enough to spells that resting is required. That also brings to mind Pathfinder's love affair with pool based resources. Turns out, only the Barbarian and the Monk need to rest to get their pools back. The Bard and the Paladin get their Performance rounds and Lay on Hands points back automatically. The Magus
technically gets his Arcane Pool back when he prepares his spells, and the Alchemist doesn't need to rest to get
anything back. Which made me want to make an Alchemist with
Polypurpose Panacea that never had to sleep ever, which made me realize that
Pathfinder doesn't have rules for sleeping! Nowhere in the SRD could I find a rule that required any amount of sleep per day. All sleeping does is repenish hit points. I apologize if this is old news to anyone, it just surprised me.
In looking for sleeping rules, I did come across falling/suffocating/starving/catching fire/etc rules, and realized that events could trigger off of any of these, as well. I just can't think of any that actually do. I also figured that positional based (flanking, AoOs) should be their own group, as they rely on input from at least two parties (Player/MC or Player/Player). An ability could also have a cost of giving a bonus to enemies, which got me thinking that there should probably also be a list for "What an ability does," with a list of all beneficial effects. So, yeah, drawing board, returning, etc.
If you were streamlining things, you'd give a magic item a thing it did without being assigned to one of your slots, a thing it did when it was assigned to one of your slots, and a thing it did if you spent a mana point on it (only available if it is currently slotted). So your magic sword is a "superior sword" (whatever that means in your system), if you put it in a slot, you get enhanced swordiness, and when you spend a mana you can make your sword burst into flame (or whatever) for some amount of time.
Is "assign to a slot" even necessary, though? Couldn't you just have "Carrying a Sword" and "Carrying a Mana-Infused Sword?"
Starmaker wrote:I couldn't care less about warlocks and their 18d6s, but this ruling is quite correct. When piddly shit damage is negated by damage reduction or hardness, the target is not suddenly "immune" to damage. The zero ACP on mithral pants doesn't mean the character is immune to ACPs. Rather, a harmful effect is reduced by a fixed amount down to its allowed minimum, which happens to be zero.
Thus, if there was an affliction that, say, doubled all ability damage, the warlock would take 1 point of Con damage, while an immune character would still be immune.
Now, if there was a damage reduction ability that negated a runtime-variable amount of damage and that variable amount happened to be "all of it", an argument to the tune of "this breaks established conventions of what a reduction can do" would be valid, but holy fuck, if an ability reduces a penalty by one to a min of zero, of fucking course it should reduce one point to zero points.
The problem with it is that the Con damage is
supposed to be a
cost, so if the Stronheart Vest prevents the damage, then the cost
never gets paid. Yeah, it's totally
allowed, but any MC that gives even the slightest fuck about RAI would never allow it, so it's typical CharOp bullshit.
sigma999 wrote:I altered "levels' to "slots" so that, if a DM so chooses, they can slot-tax a character rather than have a single slot 1 maneuver be that powerful. Im leaning towards not taxing like that though, since I might make more powerful ones with higher starting slot levels.
So does a a "Slot level 5" maneuver take 5 slots, or does it take one level 5 slot? I'm not tremendously fond of either. If it takes up multiple slots, then you're forcing players to choose between a variety of weak effects, or spamming strong effects. If it takes higher level slots, then there's no autoscaling, and low level slots become useless as you gain levels.
And yeah, I can't help you with wordiness, but these abilities do seem overly complex. Some maneuvers gain effects if you have a specific type of weapon, some gain effects if the target is in a certain position, some gain effects if the target has a certain condition, and some gain effects if you're wielding a bec-de-corbin while the enemy is bloodied, immobile, and encased in ice.
I'd limit it so that every maneuver has exactly one effect that activates if you have a specific weapon, and exactly one effect that activates if the enemy has exactly one condition. That lets players learn one more generalized template that they can apply to all maneuvers. While you're at it, you might want to consider what else you can make constant across all maneuvers. I mean, all of yourexample manuevers took 1 attack action and recharged at the end of the turn, and I can't think of any maneuvers that I
wouldn't want to have these attributes, so I'd just make those inherent rules about maneuvers in general.
Also, on a nitpicky note (I know you wrote these abilities quickly), "hits 4d4 adjacent targets" is a terrible effect. You also seem to have forgotten to add the actual
effects of each ability; there a whole bunch of riders, but nothing for them to apply to.
Think of a number. Any number.