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#3 |
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Join Date: May 2015
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Thoughts:
Master of AIr (only?) says "while using this stance" which implies you have to choose only one of these stances to be using each turn? Also implied by re-mentioning the ability to dodge or parry unarmed at levels 3+? If so, I think that adds a nice tactical choice and signficance/thematicness and also a nice reduction in the stack-o-rama and "of course my fists are always flaming orange" aspect. I am not sure why Fire and Air could not be learned in different order, especially if the costs are marked per element. They are different and Fire seems at least as powerful (though different) as Air for combat purposes, to me. Air could use more detailed explanation of the flurry attacks - is it giving an exception to the usual inability to strike out of HTH while in HTH? Also it seems like if you could strike people in several directions, and were only facing one, you could probably strike a single person more than once instead. I like that Master of the Void is a countermeasure for Astral Projection. I might add mention that it could let you detect that there is something insubstantial inside a nearby wall (such as people using the Insubstantiality spell, or monsters that are insubstantial). Of course, it is Tier V, so would tend to be something almost no one knew in limited-power games. I'm not clear whether/which of these (if any) have the same restrictions as Unarmed Combat skills - Can I use weapons & armor and still benefit from these powers? I think Water and Earth are examples of powers that someone could be extremely tempted to take and then maybe stop taking this portfolio. I would, anyway, since they add very nice defensive abilities that would go well with fighters, and I don't especially want my fists to be on fire. (I don't see this as a problem - I'm just mentioning it since before you'd mentioned an expectation most people would want to push towards Tier 5 in one portfolio.) |
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