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General Tabletop Discussion
*Pathfinder & Starfinder
Combat/Non-Combat/Tradeskill Character Option
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<blockquote data-quote="Kannik" data-source="post: 4740473" data-attributes="member: 984"><p>Thanks!</p><p></p><p></p><p></p><p>Thanks for the comment/question... my reasoning was twofold (which is really two parts of the same thing, in many ways):</p><p></p><p>The first is to allow for a greater variety of character options and mixes by making available certain skills to certain fighting styles (ie class builds) that weren’t available before. Is every woodsman scout an archer or two-weapon skirmisher? Perhaps there is a mage who operates as a scout under the employ of the king. Similarly there could be the professional military archer who isn’t out in the woods on their lonesome. Or the fancy swordsman who lives completely amongst the upper crust, duelling as a means of fun and profit, and always legit. I see it as a way to allow for a greater variety of backgrounds and even variations amongst the same character ‘class’. </p><p></p><p>The second reason is that the names of each character class comes with a lot of assumed ideas (from previous editions, from fiction, from personal experience) about what they are and what they can and cannot do. By making each style have a new and different name the intent is to allow the fighting method of the character be that much more divorced from the rest of the character concept.</p><p></p><p>Lastly (ok, turns out there are three reasons <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" />) is that much like how character class names come with certain ideas and expectations, by having a well defined set of names (trade character classes, if you will) it allows newcomers to pick a style and a trade and have a foundation upon which to flesh out their character. </p><p></p><p>So that was my intent and reasoning behind pulling it out into two separate things, and with playing with the skill lists. It certainly does have the potential downside of not making the Character Builder as easy to use (and having just gotten my DDI subscription that could be a concern even for me), though at the same time since you can break and add trained skills and even add a custom element it won’t be legal or able to check the legality but it is still possible. </p><p></p><p>You do now have me thinking of adding a new segment at the end for an option as you describe, to leave all else the same and give each PC a pick of a tradeskill. I will do that, thanks. }<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Gamingly,</p><p></p><p>Kannik</p></blockquote><p></p>
[QUOTE="Kannik, post: 4740473, member: 984"] Thanks! Thanks for the comment/question... my reasoning was twofold (which is really two parts of the same thing, in many ways): The first is to allow for a greater variety of character options and mixes by making available certain skills to certain fighting styles (ie class builds) that weren’t available before. Is every woodsman scout an archer or two-weapon skirmisher? Perhaps there is a mage who operates as a scout under the employ of the king. Similarly there could be the professional military archer who isn’t out in the woods on their lonesome. Or the fancy swordsman who lives completely amongst the upper crust, duelling as a means of fun and profit, and always legit. I see it as a way to allow for a greater variety of backgrounds and even variations amongst the same character ‘class’. The second reason is that the names of each character class comes with a lot of assumed ideas (from previous editions, from fiction, from personal experience) about what they are and what they can and cannot do. By making each style have a new and different name the intent is to allow the fighting method of the character be that much more divorced from the rest of the character concept. Lastly (ok, turns out there are three reasons :P) is that much like how character class names come with certain ideas and expectations, by having a well defined set of names (trade character classes, if you will) it allows newcomers to pick a style and a trade and have a foundation upon which to flesh out their character. So that was my intent and reasoning behind pulling it out into two separate things, and with playing with the skill lists. It certainly does have the potential downside of not making the Character Builder as easy to use (and having just gotten my DDI subscription that could be a concern even for me), though at the same time since you can break and add trained skills and even add a custom element it won’t be legal or able to check the legality but it is still possible. You do now have me thinking of adding a new segment at the end for an option as you describe, to leave all else the same and give each PC a pick of a tradeskill. I will do that, thanks. }:) Gamingly, Kannik [/QUOTE]
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