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#1 |
Join Date: May 2015
Location: Brazil
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Steve Jackson Games Team where are the other books in the Denizens collection!!! Especially the Warrior and Martial Artist!!! Guaranteed success.
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#2 |
Join Date: Aug 2004
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There could be one or more in progress right now. But my guess is that most future Denizens books are waiting for authors to submit proposals. (That could be you! Or anyone!)
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#3 |
Join Date: Jan 2017
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Martial Artists, Bards, and Druids are the ones that most need a denizens. Knights and Holy Warriors can manage fine on their own enough to put 4th/5th on the list, Clerics are mostly covered already, and Wizards gain enough variety from the large spells list.
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#4 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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I'd personally do either bards or holy warriors next. Maybe martial artists. Those three just...it's hard to be cool for them.
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#5 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Martial artists are in desperate need of an upgrade. Being stuck with crushing thrust damage is not fun.
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#6 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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I reverse the per die bonuses to a flat +2 per +1/die and allow the expenditure of 1 FP to use Swing instead of thrust for an attack. It's not perfect, but there is less complaints in my game. Especially if you allow something like Striking ST (Limited, Unarmed only, -40%) [3/level]. (Not RAW of course, but a decent fix.)
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#7 |
Join Date: Nov 2008
Location: Yukon, OK
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Trouble is that these would be crunch supplements so seemingly are not high on the desired list.
I agree Wizards and Clerics have enough supplemental material that they are a lower priority. If I were to submit one it would probably be Druids first, then Martial Artists. I think Martial Artists have the biggest need but I could pump out Druids sooner. Bards I would like an emphasis on lenses that helped focus them, similar to how Thieves did.
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#8 |
Join Date: Jan 2008
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#9 | |
Join Date: Jun 2013
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That said, "Natural Weapons" (Pyramid #3/65) can make your unarmed martial artists into monsters. It can get a bit expensive, but consider - as a sort of final version (there are still things that could be tacked on, like Destructive Parry, Good Defense, Increased Damage, etc) of a trait that could be designed to slowly build up - something like Impaling Natural Weapon (Extra Damage Type, Crushing and Cutting +40%; Hidden +20%; Projected +50%; Ranged +100%; Resilient, Indestructible +40%; Swing-Capable, Crushing and Cutting +40%) [31.2], rounding up to [32]. That makes both your hands (or all your hands, if you're a Coleopteran or other multi-armed species) capable of striking for thr cr, thr cut, thr imp, sw cr, or sw cut, in close combat or with range 0.5xST/1xST (and the ranged attack bypasses barriers), with all damage benefitting from your Brawling/Karate damage bonus. The fact you can do so isn't obvious (Hidden is basically Switchable, but with a free action to make it available rather than requiring a Ready), and these "weapons" can't be broken. Buy it again for it to apply to your kicks (which still get their +1 to damage); you could probably buy a modified version with Cannot Parry* -40% and Single -20% - reducing cost to [26.4]. A lenient GM may allow you to buy the kick and headbutt version as Alternate Abilities to the punch version (or just make up a new modifier to let Natural Weapons apply to all striking surfaces). *Arguably, because Karate already gives you the ability to Parry weapons, you don't need to be able to Parry with your Natural Weapons, meaning you could take Cannot Parry -40% anyway. That's up to the GM if it's valid, however.
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#10 | |
Join Date: Aug 2004
Location: Saskatoon, SK
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