Teldurn wrote:All this back and forth about the thief is making me realize that the ability isn't strong enough to stand on its own and the class will probably need to be cut. Oh well.
It might just be me. I don't need things to be realistic, just consistent. If you can steal gold from monsters when they're alive you should be able to when they're dead. Things like that just bug me. I think some other people would say the same about that one though.
Teldurn wrote:I can't say I've ever even
seen wardancer as a class option. Which splatbook is that from?
Warhammer. The last issue of white dwarf I had introduced the waywatchers, which I think were just updated scouts. That's going back. There's probably tons of new stuff now. Never mind, hq is retro anyway.
Teldurn wrote:Which ones are broken?
Mainly the halberd and the spear. Definitely the spear. 400gp indeed. Remind me never to think about ever buying anything from you.

I'll have a go at pricing them if you like. Compared to mine it will be a breeze. I'll out everything in the order I think it should be then check the standard US prices as a president and go from there. That's how I did mine.
Teldurn wrote:Even in D&D 3.5e, I always felt that short/long/extra long range rules were too, umm, I guess simulationist? It felt needlessly complicated. Like having a complex rule for the sake of being complex. All my groups never played with them.
Yea I was just thinking out loud really. The main thing is that it's at full power, then nothing. I think the best option if someone was going to use it would be it looses one dice for every one or two squares over max range.
Edit: Flail 200gp. Spear, Axe and Hammer 225gp. Halberd 250gp.