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General Tabletop Discussion
*Pathfinder & Starfinder
Experts, PC and Class Skill Changes - please critique!
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<blockquote data-quote="Primitive Screwhead" data-source="post: 2856606" data-attributes="member: 20805"><p>I think something has gotten off track...</p><p></p><p>If I reread this right, the base concept is...</p><p></p><p>This would definately make it so experts are usually *experts* compared to the equal level fighter who happens to do some blacksmithing on the side, thereby acheiving the stated goals.</p><p></p><p></p><p>A secondary concept, that has not been fleshed out or even validated, is the use of substitution levels. I would heartily agree that we have a poor implementation of this concept...heck, its only a framework at the moment!</p><p></p><p><strong>Lorehead</strong>, the key phrase in my quote about economic powerbase is "...forget building guildhouses,..."</p><p>Without the advantage Craft/Profession as class skills, you either need to up-level every guild member in order to have the economic wherewithal to build a guild. Now, if you want a campaign world without guild houses and the potential political plots that they can create.. no big deal. If, OTOH, you want a heavy population of political powers... then you need to have competant Experts.</p><p></p><p>I am not sure substitution levels would be worth the effort. I think the base concept {above} would be sufficient for my table.</p><p></p><p>But.. final note. Both y'all need to step back from the keyboard for a while to rethink the tone in the preceding couple of posts... I prefer mild disagreement and cooperation to finding solutions instead of the way this thread is headed.</p><p></p><p>Thanks all.. and g'night!</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 2856606, member: 20805"] I think something has gotten off track... If I reread this right, the base concept is... This would definately make it so experts are usually *experts* compared to the equal level fighter who happens to do some blacksmithing on the side, thereby acheiving the stated goals. A secondary concept, that has not been fleshed out or even validated, is the use of substitution levels. I would heartily agree that we have a poor implementation of this concept...heck, its only a framework at the moment! [B]Lorehead[/B], the key phrase in my quote about economic powerbase is "...forget building guildhouses,..." Without the advantage Craft/Profession as class skills, you either need to up-level every guild member in order to have the economic wherewithal to build a guild. Now, if you want a campaign world without guild houses and the potential political plots that they can create.. no big deal. If, OTOH, you want a heavy population of political powers... then you need to have competant Experts. I am not sure substitution levels would be worth the effort. I think the base concept {above} would be sufficient for my table. But.. final note. Both y'all need to step back from the keyboard for a while to rethink the tone in the preceding couple of posts... I prefer mild disagreement and cooperation to finding solutions instead of the way this thread is headed. Thanks all.. and g'night! [/QUOTE]
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