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<blockquote data-quote="Primitive Screwhead" data-source="post: 3962549" data-attributes="member: 20805"><p>I have a variant heal skill that actually heals.. but thats not why I poked my head back in.</p><p></p><p> I was thinking regarding swim and climb.. the cool concept behind the SW SAGA skills was to provide a range of difficulty that the encounter can be designed around without leaving the non-swim focused character out.</p><p></p><p> As it happens, my group is on its way to experiencing a potentially unfun battle while swimming, and when half the group can barely move... not good.</p><p></p><p>So, I was thinking to divorce the movement ability from the rest of the skill system.. something like:</p><p></p><p>{Caveat, I haven't done the detailed number crunching on this.. just a swag }</p><p>================</p><p>Basics: Movement modes are special skills. Instead of spending skill points, characters gain 1/2 level ranks in each available mode. There are feats that allow a character to specialize in the mode.</p><p></p><p>Movement is a standard action skill check, with any DC acting as a penalty. The results of the check is the distance moved. In most cases a result less than -5 results in something bad.</p><p></p><p> If using a mode that is not 'normal movement', you lose your Dex to AC. You can move defensivly, taking a -10 penalty to your check in order to retain your Dex to AC. A mode is 'normal movement' if the RAW grants you a movement speed or you have taken the 'Natural X' feat as described below.</p><p></p><p>Some creatures with the natural ability for these modes may have movement multipliers or a bonus movement based on their RAW movement speed. {the bonus movement does not allow for traversing more diffucult terrain as a bonus to the skill would, simply adds to any positive result, allowing longer movement as long as the creature is capable of traversing the terrain.} Some creatures with the natural ability for these modes gain the 'Natural X' and/or 'Expert X' feat for free</p><p></p><p>The Skill Focus feat can be taken against these movement modes, and provides a +5 to the check.</p><p></p><p>Modes:</p><p>-> Climb. DC's are 10 points less than as shown in the PHB. An Untrained penalty of -5 is applied to any DC > 15 </p><p>A result less than -5 results in a fall.</p><p> Feats:</p><p> - Natural Climber. You do not incur the Untrained penalty Climbing counts as 'normal movement' for you, allowing the use of Tumbles or Jumps as part of the movement. Special: Rogues and Rangers get this as a 'free' feat at first level.</p><p> - Expert Climber, You can make Climb checks as a Move action and may Take 10 on Climb checks even in combat.</p><p></p><p>-> Swim. DC's are 10 points less than as shown in the PHB. An Untrained penalty of -5 is applied to any DC > 10 </p><p>A result less than -5 results in going underwater. You sink a number of feet down and swallow water, losing rounds from your ability to hold your breath, equal to your check result.</p><p> - Feats:</p><p> - Natural Swimmer. You do not incur the Untrained penalty. Climbing counts as 'normal movement' for you, allowing the use of Tumbles or Jumps as part of the movement.</p><p> - Expert Swimmer, You can make Swim checks as a Move action and may Take 10 on Swim checks even in combat.</p><p></p><p></p><p>-> Flight. An Untrained penalty of -10 is applied to any DC </p><p>A result less than -5 results in a stall. {this requires a listing of DC's for various actions instead of using the manueverability rating method.}</p><p> - Feats:</p><p> - Natural Flyer, You do not incur the Untrained penalty. Flying counts as 'normal movement' for you, allowing the use of Tumbles or Jumps as part of the movement.</p><p> - Expert Flyer, You can make Flight checks as a Move action and may Take 10 on Flight checks even in combat.</p><p></p><p>===============</p><p>Example: </p><p> Ranger Bob and Joe Fighter are 10th level and have a STR score of 16 {+3}</p><p> Both have a 'skill' in Climb of 5+3 = 8</p><p>Both are can easily climb a rough wall or tree, PHB DC 10 = penalty of 0. Both will normally climb anywhere from 10 to 25 feet in a round</p><p></p><p>When faced with a with a more challenging cliff, PHB DC 20 = penalty trained of 10, untrained 15. Now Bob will be able to continue up the cliff safely, anywhere from 5 to 20 feet per round. Joe will struggle and possibly fall, at best climbing 13 feet.</p><p></p><p>===============</p><p></p><p>This will give the option for characters that are better at climbing/swimming/flying while allowing the GM to have an expected range of capability when designing encounters.</p><p></p><p>A focused character needs to spend 3 feats on it, but they are then the best in class. Bob with Skill focus and Expert Climber could casually climb PHB DC 25 cliff faces {moving a 10' per Move action}</p><p></p><p>Thoughts? Or should I just ditch the idea?</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 3962549, member: 20805"] I have a variant heal skill that actually heals.. but thats not why I poked my head back in. I was thinking regarding swim and climb.. the cool concept behind the SW SAGA skills was to provide a range of difficulty that the encounter can be designed around without leaving the non-swim focused character out. As it happens, my group is on its way to experiencing a potentially unfun battle while swimming, and when half the group can barely move... not good. So, I was thinking to divorce the movement ability from the rest of the skill system.. something like: {Caveat, I haven't done the detailed number crunching on this.. just a swag } ================ Basics: Movement modes are special skills. Instead of spending skill points, characters gain 1/2 level ranks in each available mode. There are feats that allow a character to specialize in the mode. Movement is a standard action skill check, with any DC acting as a penalty. The results of the check is the distance moved. In most cases a result less than -5 results in something bad. If using a mode that is not 'normal movement', you lose your Dex to AC. You can move defensivly, taking a -10 penalty to your check in order to retain your Dex to AC. A mode is 'normal movement' if the RAW grants you a movement speed or you have taken the 'Natural X' feat as described below. Some creatures with the natural ability for these modes may have movement multipliers or a bonus movement based on their RAW movement speed. {the bonus movement does not allow for traversing more diffucult terrain as a bonus to the skill would, simply adds to any positive result, allowing longer movement as long as the creature is capable of traversing the terrain.} Some creatures with the natural ability for these modes gain the 'Natural X' and/or 'Expert X' feat for free The Skill Focus feat can be taken against these movement modes, and provides a +5 to the check. Modes: -> Climb. DC's are 10 points less than as shown in the PHB. An Untrained penalty of -5 is applied to any DC > 15 A result less than -5 results in a fall. Feats: - Natural Climber. You do not incur the Untrained penalty Climbing counts as 'normal movement' for you, allowing the use of Tumbles or Jumps as part of the movement. Special: Rogues and Rangers get this as a 'free' feat at first level. - Expert Climber, You can make Climb checks as a Move action and may Take 10 on Climb checks even in combat. -> Swim. DC's are 10 points less than as shown in the PHB. An Untrained penalty of -5 is applied to any DC > 10 A result less than -5 results in going underwater. You sink a number of feet down and swallow water, losing rounds from your ability to hold your breath, equal to your check result. - Feats: - Natural Swimmer. You do not incur the Untrained penalty. Climbing counts as 'normal movement' for you, allowing the use of Tumbles or Jumps as part of the movement. - Expert Swimmer, You can make Swim checks as a Move action and may Take 10 on Swim checks even in combat. -> Flight. An Untrained penalty of -10 is applied to any DC A result less than -5 results in a stall. {this requires a listing of DC's for various actions instead of using the manueverability rating method.} - Feats: - Natural Flyer, You do not incur the Untrained penalty. Flying counts as 'normal movement' for you, allowing the use of Tumbles or Jumps as part of the movement. - Expert Flyer, You can make Flight checks as a Move action and may Take 10 on Flight checks even in combat. =============== Example: Ranger Bob and Joe Fighter are 10th level and have a STR score of 16 {+3} Both have a 'skill' in Climb of 5+3 = 8 Both are can easily climb a rough wall or tree, PHB DC 10 = penalty of 0. Both will normally climb anywhere from 10 to 25 feet in a round When faced with a with a more challenging cliff, PHB DC 20 = penalty trained of 10, untrained 15. Now Bob will be able to continue up the cliff safely, anywhere from 5 to 20 feet per round. Joe will struggle and possibly fall, at best climbing 13 feet. =============== This will give the option for characters that are better at climbing/swimming/flying while allowing the GM to have an expected range of capability when designing encounters. A focused character needs to spend 3 feats on it, but they are then the best in class. Bob with Skill focus and Expert Climber could casually climb PHB DC 25 cliff faces {moving a 10' per Move action} Thoughts? Or should I just ditch the idea? [/QUOTE]
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