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5trangeCase wrote:I wouldn't say those are the key problems with the Specialisations. I'd bring up the fact that you can create a perfectly functional and balanced character that is either incapable of taking any of the specialisations, or backed into a corner they don't like.
shonuff wrote:Two issues:
1.) 14, 16, & 18 seem a little late in the game for your second specialization, IMO. Anyone else have similar thoughts? Especially with a level cap of 20. I was thinking about bumping the second specialization to 12, 14, & 16 (& then moving up the 1st specializations to 4, 6, & 8 -- although I am fine with where they were initially placed. I just don't want them bumping up on specialization 2).
2.) A lot of the warrior/rogue specializations do not seem to be mutually exclusive. I was thinking about making the warrior specializations Spirit Warrior & Templar available to rogues. I would change Templar to Templar Scout, and the Strength requirement would be a Dexterity one, but the abilities would stay the same. I would let warriors take Duelist and Marksman. I would also allow warriors to take Marksman and Skirmisher from KQ #20. Maybe Ranger, as well.
Balgin Stondraeg wrote:My gut feeling regarding specialisations in set 2 was that, when set 3 came out and characters gained access to a specialisation, the specialisation levels should have basicaly read "take the next level in an existing specialisation or one level in a second one". With a character being prohibited from picking up a third. That way a specialisation could be develoepd at a slower rate whilst picking up a second one too.
Also if someone doesn't qualify for the specialisation they want I wouldn't force them to take another one. I'd just let them keep the specialisation slot empty and fill it when they meet the requirements at a suitable plot or levelling moment later on. So someone could take their first specialisation slot at 7th rather than 6th for all I care.
5trangeCase wrote: Ultimately, while I can see the justification behind the ambiguity of Marksman, Templars are warriors. That is a simple fact of the setting. There is no ambiguity in the fact that almost without exception Templars are battle-hardened close combat veterans that wear plate armour and wield swords. Templar Scouts, if they exist, are no different from regular Templars.
5trangeCase wrote:In regard to the spacing of levels, I think that due to the experience gaps between the higher levels, starting at 14 isn't late. A campaign could fit between Level 18 and 20.
Loswaith wrote: I dont realy see any reason why you cant make the new specialisations eairler, it is likely a better time to do it too so it gives characters more time to play those specialisations before hitting a level cap, afterall they can all be taken at level 6 anyway.
Loswaith wrote: Personally I have allowed characters to take other class specialisations, though the only occurance of it actually happening was a warrior taking duelist, it worked out fine, sure some arent as suited to other classes as well. However I wouldnt worry about changing the requirements, it shows that its not as suited to a different class, which is why its usualy taken by those of certain professions/classes more so than others, while in most cases a 3 stat isnt that difficuilt to get but i can force a player to diversify a bit more than they otherwise would (which is never a bad thing in my opinion).
si1vergecko wrote: I get the feeling that the general idea is to space out when you get the specializations and I seem to recall that it is the same way in the game.
si1vergecko wrote:As for the argument of making some specializations available to multiple classes I can see the argument for some, especially since our party has a warrior that wants to be mostly an archer and be the best one that he can (at the time only up to set 3 was out and there was a possible argument for this aside from the cunning bonus that rouges got) but once again they are going off what is in the game more then anything else.
The only one I would change would be Templar, and mainly because I don't really see why a rogue Templar would actually need the high strength. Wouldn't wear the heavy armor or wield the heavy weapons. None of the abilities require physical strength, either.
Estoirtoh wrote:The modes in the specializations just say that they take an activate action to enter and another activate action to leave, but nothing about how many of those modes you can run parallel.
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