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[5e] Spell & Crossbones
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<blockquote data-quote="Unsung" data-source="post: 6422966" data-attributes="member: 6781406"><p>I'm glad for little the touches. I'll be taking Island Carib and semaphore for our Mr Teague. As a thought/incentive to higher-Int characters, would it be possible for characters who succeed on an Intelligence check (ie. probably not me) to partially understand languages with a common root? Provided they haven't drifted too much. Some of the Romance languages and Latin, for example, or, the example that made me think of this, Island Carib and Arawak? Bear in mind this very very much a layman's perspective. Still, thought it was worth bringing up.</p><p></p><p> @<em><strong><a href="http://www.enworld.org/forum/member.php?6755061-Kiraya_TiDrekan" target="_blank">Kiraya_TiDrekan</a></strong></em>, @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=23484" target="_blank">Kobold Stew</a></u></strong></em> What they said.</p><p></p><p>I'd also add that something that's worked well for me, both online and at the table, is treating Initiative as a skill/proficiency, rather than something completely independent-- something that players actively choose to roll, in situations where split-second timing is more important than physical coordination or prowess.</p><p></p><p>This is something you might do on an impromptu basis anyway, in cases where two characters are taking an action that doesn't otherwise require a roll, but where going into combat time would be bookkeeping overkill, just to break a tie. Still, I like the idea of formalizing it, allowing characters who want to to specialize in it, feat or no. Alert, instead of providing a flat bonus, could give advantage on Initiative checks. Classes like the rogue, ranger, and monk (possibly fighter, barbarian, maybe the sorcerer) could add it to the skills they can pick up. It's good for gunslingers and duelists in general, I think.</p><p></p><p>...Or not. I don't want to make things overly complicated.</p><p></p><p>Star Wars Saga Edition did it like this. Man, there are a lot of rules I crib from that game.</p></blockquote><p></p>
[QUOTE="Unsung, post: 6422966, member: 6781406"] I'm glad for little the touches. I'll be taking Island Carib and semaphore for our Mr Teague. As a thought/incentive to higher-Int characters, would it be possible for characters who succeed on an Intelligence check (ie. probably not me) to partially understand languages with a common root? Provided they haven't drifted too much. Some of the Romance languages and Latin, for example, or, the example that made me think of this, Island Carib and Arawak? Bear in mind this very very much a layman's perspective. Still, thought it was worth bringing up. @[I][B][URL="http://www.enworld.org/forum/member.php?6755061-Kiraya_TiDrekan"]Kiraya_TiDrekan[/URL][/B][/I], @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=23484"]Kobold Stew[/URL][/U][/B][/I] What they said. I'd also add that something that's worked well for me, both online and at the table, is treating Initiative as a skill/proficiency, rather than something completely independent-- something that players actively choose to roll, in situations where split-second timing is more important than physical coordination or prowess. This is something you might do on an impromptu basis anyway, in cases where two characters are taking an action that doesn't otherwise require a roll, but where going into combat time would be bookkeeping overkill, just to break a tie. Still, I like the idea of formalizing it, allowing characters who want to to specialize in it, feat or no. Alert, instead of providing a flat bonus, could give advantage on Initiative checks. Classes like the rogue, ranger, and monk (possibly fighter, barbarian, maybe the sorcerer) could add it to the skills they can pick up. It's good for gunslingers and duelists in general, I think. ...Or not. I don't want to make things overly complicated. Star Wars Saga Edition did it like this. Man, there are a lot of rules I crib from that game. [/QUOTE]
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