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combat as skills in lieu of BAB?
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<blockquote data-quote="Afrodyte" data-source="post: 470203" data-attributes="member: 8713"><p>One development that I really like about d20 is the streamlining of the system. With the advent of "D20 Modern," it seems like WotC is increasingly moving towards a simpler, more intuitive, more versatile system. One thing about this that has made it possible is the skill system.</p><p></p><p>One thing I've wondered is why they chose not to make combat a part of the skill system, instead relying on BAB to determine combat capability. As such, I have a rough outline of how I could work this written below.</p><p></p><p>Those of you who are not interesting in exploring, testing, or developing this idea are entitled to their opinions. However, I am more interested in seeing the possibilities with the ideas I have here. I appreciate your cooperation with me on this endeavor.</p><p></p><p>I realize that this system initially would seem unbalanced. Yet, I think that looking at each class as a whole, I don't believe it probable that you would have magicians and rogues outdoing warriors in armed combat, especially considering the other bonuses these classes get. I gave automatic ranks in these skills to the fighting classes (barbarians, fighters, and monks) according to level (which is sort of what D&D does anyway), but with the option of further competence in these areas.</p><p></p><p>Without further ado, then, I offer these combat skills.</p><p></p><p>Melee combat (Str)</p><p>Choose a Specialty. Your character is proficient in all melee weapons of its type. Alternatively, when choosing to fight with an exotic weapon, you choose the weapon you can fight with.</p><p>Specialties: long blades, short blades, flails (does not include nunchaku), axes, clubs (includes maces and war hammers), polearms (includes quarterstaff and spears) unarmed, exotic. Further specialization gains no additional mechanical benefits.</p><p></p><p>Ranged combad (Dex)</p><p>Same as Melee combat, but choose a type of ranged weapon.</p><p>Specialties: bows, crossbows, sling, thrown weapons (darts, daggers, axes), javelin, exotic.</p><p></p><p>Of course, this leaves the problem of what to do with Weapon Proficiency feats. Off the top of my head, I think nix them. Having skill ranks in the weapon type implies proficiency. </p><p></p><p>Looking over my notes, I realize that for each class the status of these combat skills varies. For Barbarians, Fighters, Paladins, and Monks, it is an automatic skill. You get a free skill point in these skills (with appropriate specialty) each time you level up in the class. For Bards, Rangers, and Rogues it is a class skill (as PHB, but Rogues cannot use their Skill Mastery ability for these). Druids, Sorcerers, and Wizards have these as cross-class skills. Clerics get this as a class skill according to their deity's favored weapon. For all other cases, it is a cross-class skill. If War is one of the deity's domains, it becomes an automatic skill.</p><p></p><p>To balance out these changes, it only makes sense that I tweak a few more things.</p><p></p><p>The first is rethink weapon proficiencies for the fighting classes. It makes little sense why a they would be equally proficient with all the weapons granted them. </p><p></p><p>Off the top of my head, I am thinking of a class ability called Martial Prowess. Fighters, Barbarians, Paladins, and Monks gain Melee combat and Ranged combat as automatic skills (with specialties for each). Fighters and Barbarians distribute a number of additional specialties amongst them equal to their Intelligence modifier. All these combat skills are automatic skills. The other classes do not have this option, instead having their automatic skills chosen for them. Monks get Melee Combat (unarmed). Paladins get Melee Combat (sword).</p><p></p><p>Also going with the flow, I thought of a unique fighter ability called Martial Mastery; I might make this a feat. Choose a number of weapons amongst your Melee and Ranged combat specialties equal up to 1 + Intelligence bonus. You may add +1 to attack and damage rolls with this weapon for every 4 fighter levels when using these weapons. This effect stacks with bonuses from other feats. You may choose this feat multiple times, but it applies to a new set of weapons. Prerequisites: Fighter level 15+.</p><p></p><p>It sounds complicated, but it isn't. I'll provide an example of what I'm talking about in my next post.</p></blockquote><p></p>
[QUOTE="Afrodyte, post: 470203, member: 8713"] One development that I really like about d20 is the streamlining of the system. With the advent of "D20 Modern," it seems like WotC is increasingly moving towards a simpler, more intuitive, more versatile system. One thing about this that has made it possible is the skill system. One thing I've wondered is why they chose not to make combat a part of the skill system, instead relying on BAB to determine combat capability. As such, I have a rough outline of how I could work this written below. Those of you who are not interesting in exploring, testing, or developing this idea are entitled to their opinions. However, I am more interested in seeing the possibilities with the ideas I have here. I appreciate your cooperation with me on this endeavor. I realize that this system initially would seem unbalanced. Yet, I think that looking at each class as a whole, I don't believe it probable that you would have magicians and rogues outdoing warriors in armed combat, especially considering the other bonuses these classes get. I gave automatic ranks in these skills to the fighting classes (barbarians, fighters, and monks) according to level (which is sort of what D&D does anyway), but with the option of further competence in these areas. Without further ado, then, I offer these combat skills. Melee combat (Str) Choose a Specialty. Your character is proficient in all melee weapons of its type. Alternatively, when choosing to fight with an exotic weapon, you choose the weapon you can fight with. Specialties: long blades, short blades, flails (does not include nunchaku), axes, clubs (includes maces and war hammers), polearms (includes quarterstaff and spears) unarmed, exotic. Further specialization gains no additional mechanical benefits. Ranged combad (Dex) Same as Melee combat, but choose a type of ranged weapon. Specialties: bows, crossbows, sling, thrown weapons (darts, daggers, axes), javelin, exotic. Of course, this leaves the problem of what to do with Weapon Proficiency feats. Off the top of my head, I think nix them. Having skill ranks in the weapon type implies proficiency. Looking over my notes, I realize that for each class the status of these combat skills varies. For Barbarians, Fighters, Paladins, and Monks, it is an automatic skill. You get a free skill point in these skills (with appropriate specialty) each time you level up in the class. For Bards, Rangers, and Rogues it is a class skill (as PHB, but Rogues cannot use their Skill Mastery ability for these). Druids, Sorcerers, and Wizards have these as cross-class skills. Clerics get this as a class skill according to their deity's favored weapon. For all other cases, it is a cross-class skill. If War is one of the deity's domains, it becomes an automatic skill. To balance out these changes, it only makes sense that I tweak a few more things. The first is rethink weapon proficiencies for the fighting classes. It makes little sense why a they would be equally proficient with all the weapons granted them. Off the top of my head, I am thinking of a class ability called Martial Prowess. Fighters, Barbarians, Paladins, and Monks gain Melee combat and Ranged combat as automatic skills (with specialties for each). Fighters and Barbarians distribute a number of additional specialties amongst them equal to their Intelligence modifier. All these combat skills are automatic skills. The other classes do not have this option, instead having their automatic skills chosen for them. Monks get Melee Combat (unarmed). Paladins get Melee Combat (sword). Also going with the flow, I thought of a unique fighter ability called Martial Mastery; I might make this a feat. Choose a number of weapons amongst your Melee and Ranged combat specialties equal up to 1 + Intelligence bonus. You may add +1 to attack and damage rolls with this weapon for every 4 fighter levels when using these weapons. This effect stacks with bonuses from other feats. You may choose this feat multiple times, but it applies to a new set of weapons. Prerequisites: Fighter level 15+. It sounds complicated, but it isn't. I'll provide an example of what I'm talking about in my next post. [/QUOTE]
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