in general - raise chances for skills to land
all:
- add a level 1 skill to use as a targetted attack in fight, lower level of spells/skills to ease exping(cleric skills/spells come in mind).
- improve shield block
- improve dispel magic
- fix misses chance, high hitroll should be 95-99% to hit.
- raise parry penalty for mages
- about saves, my opinion- should be easy to get 50% protection, should be very hard to get 90% protection.
- not sure about svs from spell ups (bless,protection, eldritch shield, berserk/warcry etc), need a more detailed view on those.
- raise disarm chances. Make it so if you are blinded - you cant disarm(cant see the weapon..)
- return old dirt kick
assassins:
- throw - remove protective shield check, raise chances to success
- ground control - raise damage, add -str/-dex affect
- improve tiger style, perhaps add some style specific feature, like kicks/throw
- shuriken damage need to be at least doubled
- change the way it is with weapon attacks while in styles, let assassins use weapons. Too low defense and no skills if no style
- improve nerve and caltraps
- mockingbird style(style-specific skill)
- improve style affects, reflex saves, more damroll/ac
- improve average of punches, or raise damroll bonus
- add skill like 'quivering palm' to all assassins - stunning skill with low damage, to bypass stun protections
- add manual for spell defense feat analogue, or improve spell defense feat, chance to dodge damaging spells.
fighters:
- change lunge, it still does piercing damage, and scales wierdly with damroll
- body crush still does not check recovery, and mount check is wrong.
- axe spec is gimped, no skill to use for 1 axe, break weapon is nearly useless, cleave+pincer is too few.
- make pincer targeted, and usable out of combat
- h2h spec is gimped, the only gain is ground control
- kick is useless
- why spear and staff spec were splitted?
- no overhead/jab-like skill for polearms, well or just fix lunge, and make it improved if polearm is wielded
- raise pull and choke chances
- drumming maces - either make it reliable 1/2 lagging skill, or raise chances for dazing while it still 2/2
- boneshatter, bleed, cross slice - improve affects
- overhead - missess too often on higher level mobs
- make chargeset automatic skill (with half a tick delay, to prevent abuse)
clerics:
- cause xx wounds - useless
- get shield block and parry at 14/16 rank - very hard to solo exp until those levels, no damaging spell/skill till 13/15
- mace swing - misses too often on higher lvl mobs.
- lower the level of incarnation spells and enhanced damage - there is no good reasons for those to be high-level abilities. Not that powerful and are needed for exping. Chislev form lacks special attack, but i believe there is a reason for that.
- there are also flails, staffs that clerics could use, rename 'mace swing' to just 'swing'?
thieves:
- need more combat specific skills, sneaky attacks and stuff
- add cooldown on 'loot' - flee;loot sucks
- add skills to use with other weapons, not just daggers, so thieves will have any use other than stealing.
- sleeping disarm after blackjack
- stronger and different poisons (might be to assassins)
- old gag skill (to prevent yells)
- dnd style sneak attack - if thief is not tanking - chance for critical hits
- improve traps. Some ideas: fatigue trap, sleeping trap, immobilizing trap, exploding trap
- 'non detection' manual, like improved hide
invokers:
- a lot of spells that have no use other than to get insight: lightning bolt, icicle, earthmaw, tsunami, cone of cold, earthquake, earthshatter, incendary cloud, chain lightning, animate object. Improve damage/add utility
- manual skill to have a 10-15% chance to completelly bypass reflex svs on any spell.
outcasts:
- without librams and in current svs situatation are very weak, need more fighting skills, i am not sure in wich way you'd improve those, perhaps add more dark and spooky skills to use with different weapons.
- also some spells have no use, like acid arrow and chill touch - add more arrows with levels, add flame arrow, improve chilling affect of chilling touch. Raise average damage of lightning bolt. Remove hell ball. There is no hell in Krynn.
- utilize the ability to wield maces, daggers, spears, polearms, whips, flails - there are no skills for those weapons.
transmutters:
- crystalbrittle is useless
- stoneskin is useless, since there is ironskin, should be more difference between these spells.
- forms lack variety, are too similar
- slow spell - why no svs check if the target is hasted?
- ability to recharge wands might be useful, though more wands in the world needed, as well as scrolls.
- drain spell need to be adjusted, some items dont give mana at all, some give negative mana, most mana should be from 'magic' items - potions, wands etc.
- make harden skin work like fighter's toughen - only on attacks, not spells.
rangers:
- falcons and bears companions are useless(falcons are weak, bears are not hasted) - should be changed, falcons could scout for target (like eagle eye), bears could do bashes, wolves could do something good too.
- no lagging skill that pierces protective shield, meaning rangers are forced to take flail spec. Add entanglement spell, perhaps, which would work like lash.
- affinities not balanced well, panther gives unique thing, others are weaker.
- pathfinding, to remove mv penalties through hard terrains
- forest traps
- Archery could be fun. Even if its just one skill, like to shoot an arrow in a target within the area, once per tick.
and just a new(for solace) skill conception idea: you type command in fight, it takes time to prepare, like 3-4 rounds, and then bursts the damage. like c 'meteor shower' - and two rounds later they land. or 'martial trance' - and 3 rounds later assassin does series of kicks and punches. Hakke Rokujyuuonshou no jutsu