BAB to Skill based?

Okay here is a basic idea at the total skill cost as is at the mo, (untrained skill start at a penatly, which must first be payed away before you can start a skill at zero level, once there the progression would follow this


Skill level___________Total Skill Cost
1_________________ =1
2_________________ =3
3_________________ =6
4_________________ =10
5_________________ =15
6_________________ =21
7_________________ =28
8_________________ =36
9_________________ =45
10________________ =55
11________________ =66
12________________ =78
13________________ =91
14________________ =105
15________________ =120
16________________ =136
17________________ =153
18________________ =171
19________________ =190
20________________ =210


Needless to say but you're going to need a lot more skill points in this system

Was thinking dice rolling like HD for hit point +Int Bonus

(+ maybe the real chance to earn some point between levels, some thing like 1-3 per session, 1-2 being average, it's a thought :o )
 
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Sravoff said:
Hhmm...

The only problem I see with having such a small number of skills, despite how greatly simple it is, is that it kind of kills weapon diversity. The fighter knows how to use all weapons, and as such is better profcient with all of them, thats all he does, he knows weapons. The barbarian on the other hand, rages, and has more skills and special abilities. In my eyes, he shouldn't be as good with as many weapons as the fighter is even if he is proficient with them.

Thats why there would be more skills, as a barb he wouldn't get alot of skill points, inthis idea you could fine tune this option too
 


librarius_arcana said:
Shoot what ever you've got, if I can't use it, it may still inspire an idea in me or one of you guys :)
Okay.
BAB check. This is an opposed check used to resolve various combat options. Roll 1d20 + BAB + your choice of Str or Dex modifier. Uses include (but are not limited to): opposing Tumble checks to pass through your threatened area without provoking attacks of opportunity, you get a +5 to your BAB check if someone tries to tumble through your personal space; replacing the Feint use of Bluff (both combatants make opposed BAB checks, winner gets the favorable result); new Disarm mechanics, so that fighting defensively doesn't automatically cause the loss of weapons.

For the skills, how many do you want?
Melee and Ranged.
Power, Finesse, Thrown, Projectile.
Sword, Axe, Blunt, Dagger, Thrown, Bow, Crossbow, Pistol, Rifle, Shotgun, Machinegun, Artillery, etc., etc.
I'd limit it to no more than five attack skills.

If you choose two defense skills (Parry and Dodge look good) then you should define when they can be chosen. For example, a character can use Parry to defend against melee attacks as long as either the character is armed or the character is using a shield; Dodge can be used to defend against ranged attacks and melee attacks, assuming that the character is not completely surrounded, whether by enemies, allies, inanimate objects or some combination of the three. The trick is to balance the two so that one is not always better than the other.

Of course, you could just pick up a copy of GURPS and start reading up. All combat is a skill, just like driving or knitting, in that system.
 

I see, more skills!

8+int-Fighter
6+int-Barbarian, paladin, ranger, other full bab classes
4+int-Rogue, bard, druid, cleric, other 3/4 bab classes
2+int-Sorcerer, wizard, other 1/2 bab

In my system I gave sorcerer and wizards, along with other 1/2 baba classes three, becasue there were quite a bit of skills...

The link is in my sig, Here
 

ValhallaGH said:
Okay.
BAB check. This is an opposed check used to resolve various combat options. Roll 1d20 + BAB + your choice of Str or Dex modifier. Uses include (but are not limited to): opposing Tumble checks to pass through your threatened area without provoking attacks of opportunity, you get a +5 to your BAB check if someone tries to tumble through your personal space; replacing the Feint use of Bluff (both combatants make opposed BAB checks, winner gets the favorable result); new Disarm mechanics, so that fighting defensively doesn't automatically cause the loss of weapons.

For the skills, how many do you want?
Melee and Ranged.
Power, Finesse, Thrown, Projectile.
Sword, Axe, Blunt, Dagger, Thrown, Bow, Crossbow, Pistol, Rifle, Shotgun, Machinegun, Artillery, etc., etc.
I'd limit it to no more than five attack skills.

If you choose two defense skills (Parry and Dodge look good) then you should define when they can be chosen. For example, a character can use Parry to defend against melee attacks as long as either the character is armed or the character is using a shield; Dodge can be used to defend against ranged attacks and melee attacks, assuming that the character is not completely surrounded, whether by enemies, allies, inanimate objects or some combination of the three. The trick is to balance the two so that one is not always better than the other.

Of course, you could just pick up a copy of GURPS and start reading up. All combat is a skill, just like driving or knitting, in that system.


I want to completely get rid of BAB,

And most RPG's have skill based combat, can think of that many that don't,

btw the idea of the cost for skills getting higher and higher is to limit the progression of those skills based on the point the characters would get to have rather than the glass roof of the level
 

Sravoff said:
I see, more skills!

8+int-Fighter
6+int-Barbarian, paladin, ranger, other full bab classes
4+int-Rogue, bard, druid, cleric, other 3/4 bab classes
2+int-Sorcerer, wizard, other 1/2 bab

In my system I gave sorcerer and wizards, along with other 1/2 baba classes three, becasue there were quite a bit of skills...

The link is in my sig, Here

I like your skill clusters, very nice, ;)

but was thinking of making everyone have the same sort of skill dice to roll for skill points + Int, it would be down to your character how you would choose to spend them, but you would automatically get your class skills starting at zero (and not at a penatly has with the other skills)

p,s Saved the link to favs ;)
 

librarius_arcana said:
you scored 8 points over what you needed to hit him, these 8 points turn in to damage his armour rating reduces this to 4, but still takes 4 points of damage+weapon damage etc

I came up with something very similar for my Doctor Who game, because I wanted less complexity and more speed of play. Then I said that weapons can have damage multipliers, so that a dalek doesn't often hit you "just a little". :p
 

Raven Crowking said:
I came up with something very similar for my Doctor Who game, because I wanted less complexity and more speed of play. Then I said that weapons can have damage multipliers, so that a dalek doesn't often hit you "just a little". :p

You play d20 Doctor Who?, (or do you mean the fasa version, or Time lord?)
 


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