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| #1MarandahirFeb 11, 2010 23:19:29 | Excerpts Martial Power 2 Martial Practices Supplement by Richard Baker In today's Martial Power 2 preview, we look at martial practices; beyond the exploits for which they’re famed, martial heroes can push the bounds of what is possible for ordinary mortals by mastering these challenging techniques. Using these rare methods, an adventurer can run for days, swim to great depths, and even create magic items. Although martial practices approach what’s possible with rituals, they exist wholly in the realm of martial power. Talk about this Martial Power 2 excerpt here. ![]() |
| #2Alex_Feb 11, 2010 23:51:38 | Well it seems as if we now have hard and fast mechanics for making magical arms and armor outside of a Dragon Magazine context. Personally speaking, I've never liked the level limit on rituals (and now, on martial practices). I simply use them as a general measure of power level, but allow characters of any level to perform them, just like with magic items. Granted players still have to acquire the ritual and meet the material/skill requirements and cannot automatically acquire rituals that are beyond their level. They are rewards. |
| #3OrionNo9Feb 12, 2010 0:27:25 | I did not like the ideal of martial rituals practices. But readying the posted samples I am liking them (through the entry price of a feat seems a bit high). Aside from the 'Forge Weapon' practice, they seem like general things that my character have wanted to do or have some rules in place to allow them to do that. For example wanting to make my ranger an excellent tracker I can take the 'Tracker's Eye' practice in addition to training in perception, its giving my pc an eleven... |
| #4VaultDwellerFeb 12, 2010 8:19:25 | I'm iffy on them. Forge Weapon is pretty useless, and I assume Forge Armor works the same way. Without the option to give enchantments other than Magic Weapon, I just don't see it as being valuable at all. Alter Ego looks decent for rogues. Tracker's Eye. OK. Isn't this practice just giving reference DCs for what players were already doing with Nature/Perception from the very beginning? Is a martial practice really required to deduce numbers, direction and other information when examing tracks? That's exactly what you'd get from just a vanilla skill check. At least it gives a +5 to perception checks for tracking for the remainder of the day, so it's not a total wash. Guessing from the names, it sounds like some of the others are in the same boat as Tracker's Eye. Will "Word on the Street" be totally redundant with what you already do with Streetwise checks all the time? |
| #5ChrisTheSFeb 12, 2010 10:23:49 | Tracker's Eye. OK. Isn't this practice just giving reference DCs for what players were already doing with Nature/Perception from the very beginning? Pretty much. The task of convincing people that you do not need a character option to specifically permit you to do something in order to be able to do it just got boatloads harder. |
| #6Drax_HoakFeb 12, 2010 10:30:11 | I'm hoping that there aren't too many practices like Tracker's Eye. Everything that skill does other than the +5 bonus is something I would allow players to do without this practice while tracking. I don't want players to have to feel like they need these new abilities to do basic things with their skills. If this practice is marking any kind of trend, I may end up banning martial practices from my table. I don't want the presence of these things impinging upon my players being able to do what they want. |
| #7Alex_Feb 12, 2010 10:32:22 | Well Nature, by default, is not the tracking skill. Perception is, so this Martial Practice lets you use Nature in a way you couldn't do before. The skill also doesn't go into much detail about what you can tell from tracks, merely that you ca find and follow them. But yeah, it does indeed provide hard rules for things that up until now a lot of people have houseruled. The limited utility of craft weapon/armor without specific enchantments has been argued ad nauseum, but people still wated it for their blacksmith characters. Lots of people wanted hard numbers for thing that have normally been resolved through roleplaying and houseruling and now they're getting it. |
| #8AwesomologistFeb 12, 2010 10:37:57 | Meh. Much like rituals, these simply won't be used around our table. |
| #9MarandahirFeb 12, 2010 10:42:37 | I'm going to ignore the otherwise awesome Forge Practices because I use inherent bonuses. |
| #10DragoncatFeb 12, 2010 11:36:55 | The one thing I really like about them is the way they changed up the ritual cost. It seems to me that this would be a fantastic addition to the other ritual types if they had done so from the beginning. Divine rituals that require a congregation to perform and draw power from a chorus of the faithful, nature rituals that change depending upon the time, place, and circumstances, healing rituals that have a sacrifice-based penalty to the user, etc. |
| #11VaultDwellerFeb 12, 2010 11:46:12 | Dragoncat, I am tremendously disappointed when I see you as the last poster on any given thread, then I look and don't see any kitten pictures. |
| #12Gerald_WhitecollarFeb 12, 2010 11:48:35 | I'm going to ignore the otherwise awesome Forge Practices because I use inherent bonuses. You have to remember that you need no original weapon to do this, so even using Inherent Bonuses you'd be able to make a sword without there being any shops about to buy it from, sure it's less handy and probably a bit expensive for just a sword but maybe the DM will simply let you make a nonmagical sword using this for whatever price it has instead. |
| #13DragoncatFeb 12, 2010 12:30:38 | Dragoncat, I am tremendously disappointed when I see you as the last poster on any given thread, then I look and don't see any kitten pictures. There is a time and a place for all things, and all things must come at the proper time and place. For if the kitten picture is placed where a kitten picture is not surprising, the wisdom of the ambush is foiled, and all will become used to them, and the magic will be lost. ![]() In all things, balance. |
| #14greatfritoFeb 12, 2010 12:49:35 | I'm... kind of "meh" at the moment with Martial Practices, but I really haven't seen enough of them to get a good solid feel for them. The ones in this preview... Alter Ego Fair enough. I like this one. Forge Weapon Eeeeh, I see what they did here, but I don't like it. I think I'll broaden the things they can create to "Magic weapons, or any other 'magic' weapon that you can justify to me as crafting in a nonmagical fashion. For instance, I can easily see Vicious weapons being non-magical, maybe Duelist's, maybe Resounding - heck, maybe even Vorpal." Tracker's Eye Hm. I think I'll let the user gather more/better info with this than he would with Perception alone. Perception is pretty... bare-bones. Thinking about it, I let my players discover the modifiers on the list (time since tracks were made, whether they were obscured, whether the creature is huge or larger, whether there was a group, and whether it was larger than 10 creatures). With Tracker's Eye, I might just let them ask questions, and give them answers depending on whether or not there would be decernable signs left - maybe things like "Were they wearing heavy armor? Did they have scouts? Did they have anyone moving with the group, but seperate - like guards?". At this point, I'm kind of "meh" about requiring a feat for players to use these things. I may just offer them up as "things you can do with particular skills (if you're trained)". At the same time though, it's one feat - I think that may be a fine cost, in general, for access to "Improved Uses" for skills, along with a handful of other, non-skill, options (Forge Armor/Weapon for example). |