Better Synergies?

RandomPrecision said:
While I'm not in favor of it, maybe a more experimental method could be used. Something that came to mind is a more exponential synergy - the amount that you get as a synergy bonus increases with every synergy increment. Perhaps +2 from 5 ranks, +4 from 15 ranks, +6 from 25 ranks, and so on. As someone becomes more proficient at tumbling, the rate at which they can become better at jumping increases.

Wait, what? This seems just like +2 per 10 levels (starting at level 5), not an "exponential" increase. If this what you meant, would you explain it again? If not, would you post what you did mean?
 

log in or register to remove this ad

ARandomGod said:
Plus an additional two per ten beyond... I'd just do a +1 for every five, and an additional +1 for the first five (so +2 at five as normal, and +1 for every additional five). It's simpler, and gives intermediate steps to look forward to.

That's exactly what I proposed, and what he was agreeing to.

--Impeesa--
 

Impeesa said:
That's exactly what I proposed, and what he was agreeing to.

--Impeesa--

Sounds excellent really, but would require a lot of reworking monster skill bonuses.
on a tangent, does anyone else giver synergy bonuses for Proffession skills?
 




As one of my house rules the base synergy applies at 5 ranks and an additional +1 synergy for every 4 ranks put into the skill. I have been using this rule for 4 years and my players love it.
 


My favorite untested house rule idea:

If a check could be modeled using two skills (Bluff / Intimidate, Climb / Balance, Tumble / Jump, etc.), use the whichever check is LOWER, but add +1/4 of the other (higher) skill to your check.

-- N
 

Jdvn1 said:
You mean from the book?

Eh? I meant that by the same reasoning that synergies should be better, aid another checks could probably be boosted. It's not like any of my players have ever aided each other anyway...I was probably just going to use the better synergies, but if someone really wants a better aid another check, we'll see.

Nifft, that sounds interesting too, despite the fact that I traditionally rule that only one skill is responsible for any given action, with a few exceptions where I usually take whatever seems applicable (not necessarily higher, but a player will very usually pick the higher applicable skill). I might try that on a few checks sometime and see how it holds up...
 

Pets & Sidekicks

Remove ads

Top