Dagredhel
Explorer
My ideal would be a system that completely divorces combat and noncombat abilities.
Classes would offer unique, flavorful, and mechanically-balanced options to allow players equal opportunity in combat.
A seperate level-base 'proficiencies' subsystem would provide options for noncombat abilities. This would encompass trained skills, natural talents, extraordinary abilities, and even supernatural effects (spells, rituals, etc.) that don't directly affect combat mechanics.
Every character would have equal access to the noncombat abilities, without any niche protection.
Personally, I'd prefer a unified mechanic for noncombat abilities, something akin to feat selection. 'Skills' could be handled similar to the approach in Star Wars Saga Edition, with each selection upgrading level of ability, rather than on an X points per level basis.
Opinions?
Classes would offer unique, flavorful, and mechanically-balanced options to allow players equal opportunity in combat.
A seperate level-base 'proficiencies' subsystem would provide options for noncombat abilities. This would encompass trained skills, natural talents, extraordinary abilities, and even supernatural effects (spells, rituals, etc.) that don't directly affect combat mechanics.
Every character would have equal access to the noncombat abilities, without any niche protection.
Personally, I'd prefer a unified mechanic for noncombat abilities, something akin to feat selection. 'Skills' could be handled similar to the approach in Star Wars Saga Edition, with each selection upgrading level of ability, rather than on an X points per level basis.
Opinions?