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<blockquote data-quote="ùìéè äîáåê" data-source="post: 200507" data-attributes="member: 1212"><p><strong>I'm confused</strong></p><p></p><p>How does that fit into 3E? I consider 3E to be the simplest D&D version, for example the BAB and the "roll d20 and add modifiers to beat a DC of X" are simple concepts, lacking in the 2nd edition. What part of the system will be 2nd edition based?</p><p></p><p>More to the point, I fail to see the reasoning behind a few of the skills. To a large extent, the number of skills you allow will determine the level of detail a specific area will be covered under your system. Given that, I find some of your choices... puzzling. I'll try to address them below. Keep in mind I'm doing it with the aim of giving you my opinion - I'm not critcising at all, even if at times it may seem so. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>You have Parry, Dodge Strike and Block Strike to improve AC. There are, of course, many other ways to divide things - any martial artist will tell you "Lead Foe" is an important skill, or perhaps you should call it Riposte. And so on. The point is - why this division? I personally favor (roughly) the following categories, intended to be non-cumulative (i.e. excelusive) and to represent a campaign NOT focused on combat. Each supports both defense (say AC) and offence (say attack bonus) in each round, and even skilled warriors will usually only know about two or three of these:</p><p>Two-Handed Weapons</p><p>One-Handed Slashing</p><p>One-Handed Heavy (Bludegoing)</p><p>Piercing (Light) Blades</p><p>Bows</p><p>Crossbows</p><p>Exotic/Other (per weapn or class thereof)</p><p>Pole</p><p>Spear</p><p>Long-spear</p><p>Lance</p><p>Sword and Shield</p><p>Spear and Shield</p><p></p><p>I am not clear on the division between intone/ritual/faith. But I guess that has to do more with the magic system under your rules than with anything else.</p><p></p><p>Why did you differentiate Scribe for the Wizard? Why not Brew Potion, Make Magical Items, and so on (or is that whay you mean by enchant? ) ? </p><p>I assume Invoke is "cast a spell". If that's so, I'll like to add "Alchemy" to the list of skills, as in making use of material components. I see it as a key part of the casting.</p><p></p><p>You didn't list the Rouge. I'd peg him for something like:</p><p>Sneak Attack (or Backstabbing?)</p><p>Legerdemain</p><p>Alertness</p><p>Trap/Tech Lore</p><p>Climb/Hide etc.</p><p>plus a few combat skills</p><p></p><p>_______________________________________________</p><p>As a side note, I have been toying with an idea to convert Ars Magica to d20 or vice versa (can't make up my mind), and one problem is how to allocate skill points in a skill-only system. Or to put it another way: how to make an all-skill system that still uses class levels, spell levels and so on. How do you intend to do it?</p><p></p><p>Hope this was of some use to you,</p><p> Yair</p></blockquote><p></p>
[QUOTE="ùìéè äîáåê, post: 200507, member: 1212"] [b]I'm confused[/b] How does that fit into 3E? I consider 3E to be the simplest D&D version, for example the BAB and the "roll d20 and add modifiers to beat a DC of X" are simple concepts, lacking in the 2nd edition. What part of the system will be 2nd edition based? More to the point, I fail to see the reasoning behind a few of the skills. To a large extent, the number of skills you allow will determine the level of detail a specific area will be covered under your system. Given that, I find some of your choices... puzzling. I'll try to address them below. Keep in mind I'm doing it with the aim of giving you my opinion - I'm not critcising at all, even if at times it may seem so. :D You have Parry, Dodge Strike and Block Strike to improve AC. There are, of course, many other ways to divide things - any martial artist will tell you "Lead Foe" is an important skill, or perhaps you should call it Riposte. And so on. The point is - why this division? I personally favor (roughly) the following categories, intended to be non-cumulative (i.e. excelusive) and to represent a campaign NOT focused on combat. Each supports both defense (say AC) and offence (say attack bonus) in each round, and even skilled warriors will usually only know about two or three of these: Two-Handed Weapons One-Handed Slashing One-Handed Heavy (Bludegoing) Piercing (Light) Blades Bows Crossbows Exotic/Other (per weapn or class thereof) Pole Spear Long-spear Lance Sword and Shield Spear and Shield I am not clear on the division between intone/ritual/faith. But I guess that has to do more with the magic system under your rules than with anything else. Why did you differentiate Scribe for the Wizard? Why not Brew Potion, Make Magical Items, and so on (or is that whay you mean by enchant? ) ? I assume Invoke is "cast a spell". If that's so, I'll like to add "Alchemy" to the list of skills, as in making use of material components. I see it as a key part of the casting. You didn't list the Rouge. I'd peg him for something like: Sneak Attack (or Backstabbing?) Legerdemain Alertness Trap/Tech Lore Climb/Hide etc. plus a few combat skills _______________________________________________ As a side note, I have been toying with an idea to convert Ars Magica to d20 or vice versa (can't make up my mind), and one problem is how to allocate skill points in a skill-only system. Or to put it another way: how to make an all-skill system that still uses class levels, spell levels and so on. How do you intend to do it? Hope this was of some use to you, Yair [/QUOTE]
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