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You devs did some modification to combat system, and You did excellent work, but as I see, there are some flaws in it.
1.
At DnD SRD 3.5 if you get more than one attack per round because you fight with two weapons or a double weapon, or for some special reason (such as Haste) you must use a full-round action to get your additional attack(s).
At Low Magic Age if you get more than one attack per round because you fight with two weapons or a double weapon, or for some special reason (such as Haste) you use just a standard action to get your additional attack(s).
2.
At DnD SRD 3.5, when you use Power Attack, if you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, You add twice the number subtracted from your attack rolls (redundand part).
You can not add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies.
_
Due to these modifications, Two-weapon fighting now is always more effective than the two-handed fighting or the one-handed weapon + shield combination.
Two weapon fighting is more valuable if you have some special bonus damage to the weapon, like enchantment(s).
The need of the improved numbers of the monk's "unarmedstrike" is clear and necessary as a standard attack, and Flurry of Blows is already a full action, but Two-weapon fighting is (still) a standard action.
Would You consider changing the standard action requirement of two-weapon attacks to full-round action, and the correction of the weapons damage multiplier?
Or You have some hidden reason (not implemented yet, but coming in the upcoming updates)?
Keep up the great work!
Thanks again for your suggestions!
In the early stages of development, we thought TW fighting is weaker in 3.5, so we give it more extra attacks in LMA.
Now with rich enchantments, TW fighting is indeed a bit too strong.
Later we will change it back to 3.5 rules at the right time, including the issue of Power Attack.
Other content will also be gradually changed to 3.5 rules, except for those that had to be adjusted.
Add complete and detailed list and description of skills (all of dnd 3.5), although most are not actually used in game. But it's necessary for the complete racial traits of existing races.
And complete all sub-races of the core races.
Thanks for your feedback. We'll try to fix this issue.
You may aggregate/combine DnD skills to LMA Skills to avoid unnecessary work.
for example:
And some out of combat use may would be welcome:
Appraise + Insight may affect to buying price.
Appraise + Persuasion may affect to selling price.
Survival may grant some food supplies.
Etc...
Keep up the great work!
Thanks again for the neat table and ideas. We may consider to use some of these ideas as HRs.
I think You are fed up with me, but if You have some time may add some feats as well during the racial update(s)
You care more about survival than victory.
Prerequisite
Halfling.
Benefit
When fighting defensively or using total defense, your dodge bonus to AC increases by 2.
You know how to focus the maximum amount of power into a blow from a two-handed weapon.
Prerequisite
at least +2 racial bonus on strenght, character level 12, two-handed weapon focus, strength 19
Benefit
When you wield a two-handed weapon in two hands (including one-handed weapons wielded in two hands) your damage modifier increases from 1.5 × your Strength modifier to 2 × your Strength modifier.
You can tap into your savage heritage to improve your intimidation techniques.
Prerequisite
Orc blood or orc subtype
Benefit
You gain a +4 bonus on Intimidate checks
You have grown accustomed to living in the surface world, such that bright light no longer blinds or dazzles you.
Prerequisite
Light blindness or light sensitivity,
Benefit
Unlike other members of your kind, you are not blinded or dazzled by exposure to bright light or sunlight. However, light spells or effects that affect all creatures, such as a sunbeam or sunburst, still affect you normally.
You have a wide and diverse background, giving you a greater understanding of different occupations.
Prerequisite
1st level only, Half-human(half-orc, half-elf, etc...)
Benefit
Choose one class. That class is also a favored class for you.
Special
Unlike most feats, this feat must be taken at 1st level, during character creation.
Your extensive battle experience has left you incredibly calm and composed, even in the heat of battle.
Prerequisite
character level 4, Dwarf
Benefit
You receive a +4 bonus on saving throws against fear effects. You also gain a +2 bonus on initiative checks.
You are familiar with all exotic weapons common to your people.
Prerequisite
non-human
Benefit
You can treat all the exotic weapons associated with your race as martial weapons rather than as exotic weapons. A weapon is treated as being associated with a race if the race's name appears as part of the weapon's name, such as the gnome Battlepick, elven Courtbalde, Orc Double Axe and Orc Shotput or the dwarven warpick.
Normal
Without this feat, you must select the Exotic Weapon Proficiency feat (or have the appropriate weapon familiarity as a racial trait) to eliminate the nonproficiency penalty you take when wielding an exotic weapon associated with your race.
You are more effective in combat against your racial enemies.
Prerequisite
Kobold
Benefit
When you hit a dwarf, elf, fey, or gnome with a melee attack, you deal an extra 1d6 points of damage if you flank the creature, or if it is flat-footed. Creatures immune to extra damage from critical hits or sneak attacks are not subject to this extra damage. Any creature with concealment is immune to this extra damage.
You were born a dragonwrought kobold, proof of your race's innate connection to dragons.
Prerequisite
1st level only, Kobold
Benefit
You are a dragon wrought kobold. Your type is dragon rather than humanoid, and you lose the dragonblood subtype (you are technically a "dragon"). You retain all your other subtypes and your kobold racial traits. Your scales become tinted with a color that matches that of your draconic heritage. As a dragon, you are immune to magic sleep and paralysis effects. You have darkvision out to 60 feet and low-light vision. You gain a +2 racial bonus on the skill indicated for your draconic heritage, in addition you gain the skill indicated on the table as a class skill.
Special
Unlike most feats, this feat must be taken at 1st level, during character creation.
Keep up the great work!
> I think You are fed up with me,
Not at all ;) Suggestions and ideas are always welcome.
In the current dev stage we're trying to stick to dnd SRD 3.5. Other non-srd contents will be considered in future dev.
大体型和超巨型等机制很早以前就有计划了,但一直没找到整块开发时间搞定。等这些机制做好后就能添加真龙等怪物了。