05-07-2015, 07:29 PM
Thanks Hellstrom. I've spent more hours than I care to admit agonizing over the changes. I'm glad it sounds like there is at least one person (mostly) on board with them. ;)
Blackguard Command Undead may not be the best thing ever, but that is straight from source. Although I guess I could make it so it takes character level instead of class level. Source doesn't specifically say it's one or the other...
I am curious on what comments we'll see about the RDD changes as it have been taken down a few notches with the ECL and higher base class requirements. My rationale for ECL is with all the stat increases, they end up faaaaaar ahead of even the subrace/template PCs that are considered 'powerful' just on the (lesser) stuff they get (fewer ability bonuses and/or special feats), so I felt it appropriate that a class, in this case, get hit with an ECL penalty as well.
Whatever I would create, so long as it uses the EffectPoison() function, I will not be able to modify the DC on-the-fly. The alternative would be to implement a custom poison system that doesn't even use that function at all, but instead makes DC checks in another way, then applied the poison separately. Although that would still mean using the EffectPoison() function to apply the poison, so it's still not ideal. All-in-all, I just don't think a 'floating' save DC based on the PC who applied the poison is going to work due to game mechanics.
Blackguard Command Undead may not be the best thing ever, but that is straight from source. Although I guess I could make it so it takes character level instead of class level. Source doesn't specifically say it's one or the other...
I am curious on what comments we'll see about the RDD changes as it have been taken down a few notches with the ECL and higher base class requirements. My rationale for ECL is with all the stat increases, they end up faaaaaar ahead of even the subrace/template PCs that are considered 'powerful' just on the (lesser) stuff they get (fewer ability bonuses and/or special feats), so I felt it appropriate that a class, in this case, get hit with an ECL penalty as well.
Whatever I would create, so long as it uses the EffectPoison() function, I will not be able to modify the DC on-the-fly. The alternative would be to implement a custom poison system that doesn't even use that function at all, but instead makes DC checks in another way, then applied the poison separately. Although that would still mean using the EffectPoison() function to apply the poison, so it's still not ideal. All-in-all, I just don't think a 'floating' save DC based on the PC who applied the poison is going to work due to game mechanics.