librarius_arcana said:
I don't even need to be that careful, but a ballpark figure of a skill point value per level would be useful, due to the cost of the skills it allows a certain degree of a buffer (skill level 20 cost 210 points after all, and thats for just the one skill, for almost the same amount of points you could almost get four skills at level 10 (55 each), so you see you really need to be commited to a skill to think it would be worth that much, and thats why this system could support the idea of an on going skill points per session, you would need to save them to have any really chance of going up in a skill level , (1 to 2 points per session)
(I already know about the three class's Unearthed Arcana )
Let's see if I can recap this some.
Skill level vs total cost is being changed from the core rules to a new system that increases the cost as skills go up in ranks.
Armor is going to us a type of DR.
Use the related weapon skill as a defense roll.
Str + Dex combine for melee attacks
Dex and Wis (or Int) combine for ranged attacks
Use "areas" and specialty skills to represent all skills and weapon
If I have this roughly captured.
Other things to watch for/change:
Skill focus. I’m fairly certain you don’t want people grabbing a +3 to hit with a weapon.
Weapon Focus: The benefits of this feat become drastically reduced if a single rank in a skill is its equal.
AC: AC will be drastically reduced in benefit since skills can increase much more quickly.
Max Ranks: If you follow the skill rules then a player can have his level +3 ranks in a class skill. This will outpace the current BAB system very quickly and have an adverse effect on the benefits of armor.
Non-proficiency penalty: The –4 will probably not be sufficient.
Weapon Finesse. This feat may not be as useful anymore or it may be more useful, I’m not sure. But either way its integration will require some consideration.
Spells: Many spells give bonuses to attack rolls. The balance between the effects of magic and skills probably will need some tweaking.
Class benefits: Smite evil, Inspire courage, are just a couple that may need some work also.
One thing that is still not adressed is how to prevent rogues (the core skill monkey class) from becoming better than a fighter (the ultimate combat class) at combat.
If you determine a conversion ratio for BAB that preserves the superiority of a fighter than what what would prevent a fighter from becoming a better skill monkey than a rogue.
I can't see how this system can work and still maintain the basic class structure of D&D.
It can work in a truely generic game where there are no real classes and everything is based on skills and feats. But not with the class system of D&D.
Looking over all the gaming systems I've played in I would say the either Deadlands (original version) or Shadowrun will best capture what you are looking for.