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A Fighters skill points....
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<blockquote data-quote="Norfleet" data-source="post: 1147862" data-attributes="member: 11581"><p>Don't have to be able to setup the arena: That was simply an example of one thing that you COULD do, given a specific arena: Different arenas grant you different arena-based tactics. And while the listed grenade-like weapons do relatively poor damage, there are ways one can improvise more effective devices which may not be listed by name due to their inherently situational and improvised nature.</p><p></p><p>Ceilings can be dropped on opponents generally through the method of demolishing load-bearing structures which are responsible for the ceiling remaining as the ceiling. In more extreme cases, ceilings can be artificially created through magic. Knowledge skills like Architecture and Engineering, and Professions like Siege Engineer, Miner, and Lumberjack can provide characters with great opportunities to drop large pieces of the terrain on opponents.</p><p></p><p>On-topicwise, the fighter happens to be totally and utterly screwed in this department, getting neither Knowledge of the above, nor Profession of anything as class skills (despite the fact that options like these are very fightery: As a field veteran, I quickly picked up on the potential for this sort of knowledge myself), and their dire shortage of skillpoints without an astronomical Int more or less prevents any kind of sane cross-classing.</p><p></p><p>The numbers do NOT quantity all of what a character can and cannot do: The numbers merely quantity how well characters can do when their skills are applied in a direct manner which is covered by the standard rules. There is, however, nothing in the rules itself which state that characters must operate in only this manner, and that non-conventional manuevers cannot be attempted: This is a PnP RPG, not a video game. The limits of what you can attempt are limited only by your imagination. If the player swings his sword an orc, his BAB is a factor. If the player starts a landslide which buries the orcs under a few thousand tons of rubble, his BAB is not a factor: Of course, there are no specific rules for starting landslides, but to argue that, as a result, characters cannot start a landslide is absurd.</p><p></p><p>Think different: It'll either delight, or annoy the hell out of, your DM. As a DM, different thinking enables one to make a handful of kobolds deadly challenges for even midlevel parties. As a player, different thinking will likely provoke screams of anguish as you demolish what was supposed to be a challenging obstacle offhandedly, or be expected, particularly if your DM is like me: Characters who think in hide-bound, rigid ways quickly go the way of the dodo.</p></blockquote><p></p>
[QUOTE="Norfleet, post: 1147862, member: 11581"] Don't have to be able to setup the arena: That was simply an example of one thing that you COULD do, given a specific arena: Different arenas grant you different arena-based tactics. And while the listed grenade-like weapons do relatively poor damage, there are ways one can improvise more effective devices which may not be listed by name due to their inherently situational and improvised nature. Ceilings can be dropped on opponents generally through the method of demolishing load-bearing structures which are responsible for the ceiling remaining as the ceiling. In more extreme cases, ceilings can be artificially created through magic. Knowledge skills like Architecture and Engineering, and Professions like Siege Engineer, Miner, and Lumberjack can provide characters with great opportunities to drop large pieces of the terrain on opponents. On-topicwise, the fighter happens to be totally and utterly screwed in this department, getting neither Knowledge of the above, nor Profession of anything as class skills (despite the fact that options like these are very fightery: As a field veteran, I quickly picked up on the potential for this sort of knowledge myself), and their dire shortage of skillpoints without an astronomical Int more or less prevents any kind of sane cross-classing. The numbers do NOT quantity all of what a character can and cannot do: The numbers merely quantity how well characters can do when their skills are applied in a direct manner which is covered by the standard rules. There is, however, nothing in the rules itself which state that characters must operate in only this manner, and that non-conventional manuevers cannot be attempted: This is a PnP RPG, not a video game. The limits of what you can attempt are limited only by your imagination. If the player swings his sword an orc, his BAB is a factor. If the player starts a landslide which buries the orcs under a few thousand tons of rubble, his BAB is not a factor: Of course, there are no specific rules for starting landslides, but to argue that, as a result, characters cannot start a landslide is absurd. Think different: It'll either delight, or annoy the hell out of, your DM. As a DM, different thinking enables one to make a handful of kobolds deadly challenges for even midlevel parties. As a player, different thinking will likely provoke screams of anguish as you demolish what was supposed to be a challenging obstacle offhandedly, or be expected, particularly if your DM is like me: Characters who think in hide-bound, rigid ways quickly go the way of the dodo. [/QUOTE]
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