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General Tabletop Discussion
*Pathfinder & Starfinder
BAB to Skill based?
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<blockquote data-quote="papastebu" data-source="post: 2904108" data-attributes="member: 40894"><p>Each weapon or group of weapons can be purchased, just like standard skills.</p><p>The maximum advance for these skills is the same as standard skills, with level plus three for class skills, and (level plus one?) for cross-class skills.</p><p>Each class has a set number of weapon skill points, as well as the regular skill points for the class, with the fighter variants getting the rogue's standard progression--still intelligence-based--for weapon skill points, the mage variants getting the fighter's standard progression, and the rogue and cleric variant falling somewhere in the middle</p><p>Any fighter or fighter variant is going to get all weapon skills as class skills, as well.</p><p>Any rogue variant gets the weapons listed as rogue weapons as class skills, and any other simple weapons as cross-class.</p><p>Any cleric variant runs the same way as the rogue, highlighting a deity's preferred weapon, possibly allowing specialization.</p><p>Druids gain class-skill access to the listed druid weapons, and all other simple weapons are cross-class skills.</p><p>Monks run the same as druids.</p><p>Mage variants get their respective lists as class skills, and all other simples as cross-class.</p><p>If the class has no access to martial weapons, these must be purchased with a feat.</p><p>If the class has no access to exotic weapons, these must be purchased with a feat.</p><p>Weapon focus still works the same, as does skill focus, but it is up to the DM to allow skill focus to affect weapon skills, when weapon focus is for weapons only. The two would stack.</p><p>Fighters can still specialize, but can do so for each specific weapon they like, the feat does the same thing it always has.</p><p>At the DM's option, other classes may specialize, but only for one weapon.</p><p>Defense becomes an active thing, rather than a passive one, with two skills, parry and dodge, being the possibilities for use.</p><p>Parry is based on a character's skill with the weapon used to do so, but uses Dexterity rather than Strength, plus skill ranks. It can be used untrained, but whatever the penalty for using an unfamiliar weapon is applies to the roll. Parry counts as an attack action, and can only be used if the character has more than one attack--determined by the skill-ranks for the weapon used, a la BAB iterative attacks--or if the character has superior initiative.</p><p>Dodge as a feat works the same way it always has, but adds to the Dexterity-based dodge skill check, rather than armor class.</p><p>Armor worn has a straight soak bonus as well as a deflection bonus, and weight of armor applies a penalty--minus one, minus two, etc,--to dodge and parry checks. Skill ranks can be purchased in a given armor type to offset these penalties, but do not enhance armor class.</p></blockquote><p></p>
[QUOTE="papastebu, post: 2904108, member: 40894"] Each weapon or group of weapons can be purchased, just like standard skills. The maximum advance for these skills is the same as standard skills, with level plus three for class skills, and (level plus one?) for cross-class skills. Each class has a set number of weapon skill points, as well as the regular skill points for the class, with the fighter variants getting the rogue's standard progression--still intelligence-based--for weapon skill points, the mage variants getting the fighter's standard progression, and the rogue and cleric variant falling somewhere in the middle Any fighter or fighter variant is going to get all weapon skills as class skills, as well. Any rogue variant gets the weapons listed as rogue weapons as class skills, and any other simple weapons as cross-class. Any cleric variant runs the same way as the rogue, highlighting a deity's preferred weapon, possibly allowing specialization. Druids gain class-skill access to the listed druid weapons, and all other simple weapons are cross-class skills. Monks run the same as druids. Mage variants get their respective lists as class skills, and all other simples as cross-class. If the class has no access to martial weapons, these must be purchased with a feat. If the class has no access to exotic weapons, these must be purchased with a feat. Weapon focus still works the same, as does skill focus, but it is up to the DM to allow skill focus to affect weapon skills, when weapon focus is for weapons only. The two would stack. Fighters can still specialize, but can do so for each specific weapon they like, the feat does the same thing it always has. At the DM's option, other classes may specialize, but only for one weapon. Defense becomes an active thing, rather than a passive one, with two skills, parry and dodge, being the possibilities for use. Parry is based on a character's skill with the weapon used to do so, but uses Dexterity rather than Strength, plus skill ranks. It can be used untrained, but whatever the penalty for using an unfamiliar weapon is applies to the roll. Parry counts as an attack action, and can only be used if the character has more than one attack--determined by the skill-ranks for the weapon used, a la BAB iterative attacks--or if the character has superior initiative. Dodge as a feat works the same way it always has, but adds to the Dexterity-based dodge skill check, rather than armor class. Armor worn has a straight soak bonus as well as a deflection bonus, and weight of armor applies a penalty--minus one, minus two, etc,--to dodge and parry checks. Skill ranks can be purchased in a given armor type to offset these penalties, but do not enhance armor class. [/QUOTE]
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BAB to Skill based?
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