Complete Adventurer, skills and... adventuring

Li Shenron

Legend
I posted a few months ago comments and doubts about the future release of Complete Adventurer, because I hardly see the point of that book - beside the obvious bunch of new and reprinted prestige classes.

What would people like to find in such a book? Except the revision of their favourite prestige class, or new "crunchy bits" which are without any doubt going to be there...

I would quite appreciate a good expansion to the use of existing skills. Instead of always bothering about giving the PCs more skill points or more class skills, I think that if they officially gave many skills new uses my adventures will absolutely benefit.
What about Tumble for example, the skill has 2 only possible uses which are quite specific, plus a generic tumble-as-entertain use, wouldn't it be nice to add 3-4 more uses related to combat manoeuvres?
A skill which is rarely used IMXP is Appraise... why not trying to come up with more uses of it?
Adding new skills instead is generally a failure (at least the ones I've seen in other products) because they are always too specific to be worth for many characters. OTOH I haven't read about more synergy between skills, not just synergy bonuses but real combined uses of two skills together, such as Tumble+Climb or something similar. Do you think it would deviate too much from the sort of product people want? In a way, it will be more similar to variant/expanded rules than character stuff.

Then another thing I'd like to see is actually topics about adventuring, but treated with a general approach. I really hope combat is not going to be covered much by the book, so why not having sessions about issues like stealth/infiltration, device tinkering and sabotage, survival in hazardous circumstances, escape, hunting/ambush, et sim...

But with all the space for the "mandatory" stuff, I seriously doubt I'm going to see this sort of topics covered :p

edit: meant skills, wrote feats...
 
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I agree on all accounts, Li Shenron!

I'd also like a section on what results untrained skills can garner. I mean, having only 1-2 skill points per level doesn't mean you only know one thing, right?

I'd also like to see advice on creating/running a combat-light campaign, much like Complete Warrior dealt with combat-intensive campaigns.
 

I agree fully, especially regarding the neverending flood of new skills.

Something I'd like to see is advice regarding what to bring on your adventure trip, somewhat like the guide for camping some outdoor stores offer people who haven't done much camping before, things like "always remeber to bring a first aid kit". I think there is a RPGA article along the same lines.

Also, there is a web enchancement for "the Book of Challenges" (I think...), that deals with how to stay out of the dark when crawling across your favourite dungeon. I'd like to see that kind of information covered in more detail.

Cheers,
Meadred
 

One thing that I'd love to see in an official product would be the consequences of merging skills like Hide and Move Silently. How many skills could be merged until skill point redistribution had to happen? For example, if you did that, like Monte does in his AU campaign, and then did it for Listen and Search, and Tumble and Jump... well, then you've cut the skill list down by three skills already and more could be pruned.

It's one of the things I like about the Horizion line from FFG in that they narrow the skill selection down to match the genre.
 

Li Shenron said:
I would quite appreciate a good expansion to the use of existing skills. Instead of always bothering about giving the PCs more skill points or more class skills, I think that if they officially gave many skills new uses my adventures will absolutely benefit.[/I]

I couldn't agree more. While WotC often peppers various publications with new uses for old skills (see Races of Stone, Complete Warrior, etc.) it would be nice to have all the various applications collected in one place as a reference.

Li Shenron said:
But with all the space for the "mandatory" stuff, I seriously doubt I'm going to see this sort of topics covered...[/I]

You said it. With three base classes, numerous prestige classes, and a few dozen feats taking up about 2/3 of the previous Complete releases it doesn't leave much room for playing around.
 

Specifically, I'd like to see a Noble class. This isn't a reprint, it's something that hasn't been in any product before.

A discussion of taxes, tithes, etc. would be nice, too. Along with that should be some information on various guilds (thieves', adventurers, merchants, etc.) a character could join and how that could impact the campaign.

How about some information on ways to handle commerce -- specifically, buying and selling magic items and other loot -- in a campaign would be excellent. Yeah, I know I can handle it however I want, but what does WotC recommend?
 

Something akin to the "Scholar" class from Conan d20 would be great ... a kind of "low-magic sorcerer," so to speak, with the equivalent of Bardic knowledge, to go with the low-magic ranger and paladin from Complete Warrior.

-The Gneech :cool:
 

I'd like to see everything that has already been mentioned. I'd also like a nice section on traps and a much larger list of poisons (including poisons that did things other than ability damage, such as hallucinogens).

edit: grammar
 
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I haven't really been impressed with previous new "core classes", such as the samurai, healer, etc. However, I wouldn't mind seeing what they come up with for CoA (Complete Adventurer). I'm all about the crunchy bits.

Also, "variant" rogues/bards, such as "spellcasting rogue", "fighting rogue", etc.

And to echo what everyone else said, more "new uses" for "old skills" is a definite must.

However, if this will be anything like the previous "Complete" books, I doubt there will be much flavor. Whatever flavor is there problaby will be taken from PrC descriptions.

For myself, I've been pretty happy with the "Complete" series of books, and if CoA is anything like the previous two, I will be happy.
 

Hjorimir said:
I'd like to see everything that has already been mentioned. I'd also like a nice section on traps and a much larger list of poisons (including poisons that did things other than ability damage, such as hallucinogens).

edit: grammar
The "other" type of poison I know of is drugs, and they can be found in Lords of Darkness (FR), IIRC.

I don't know why, but when I read "hallucinogens", I immediately got an idea for a poison that makes the victim hallucinate numerous enemies, and would thus be considered flanked while under the influence of said poison.

Now, back to the topic at hand.

- Expanding on the current skill list would be a good idea.
- Other forms of treasure / wealth, expanded ideas on commerce.
- Expanded / updated equipment list (weapons / armor / etc.).

As for merging skills... IMO, skills could basically be merged into... 6 general skills (ie one for each ability)... and you could receive a progression in each of these skills (as you get BAB or save bonuses) depending on your class...

AR
 

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