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Customizing your starting class proficiencies:
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<blockquote data-quote="Horwath" data-source="post: 8754248" data-attributes="member: 6801299"><p>Every class gives certain number skill, tool, language, armor and weapon proficiencies.</p><p></p><p>But, sometimes your vision of a character does not follow the proficiency that you class was granted.</p><p></p><p>Maybe you are lizardfolk fighter, why and how are you going to get heavy armor proficiency in your tribe?</p><p></p><p>Yes, most will say; play barbarian or a ranger or something, but you really like to play a fighter.</p><p></p><p>So, I want to pool all starting proficiencies into single pool and put the value on them.</p><p></p><p>Skills, expertise, one armor category, cantrips, weak saves(str, int, cha), any combination of 3 tools, languages and/or martial weapons are all worth 1 point.</p><p></p><p>Proficiency with all martial weapons and strong saves(dex, con, wis) is worth 2 points.</p><p></p><p>Unarmored defense is worth... I guess one point...or less. let's say 1 point.</p><p></p><p></p><p>then take fighter:</p><p>2 skills: 2 points</p><p>0 cantrips</p><p>0 expertise</p><p>heavy armor: 3 points</p><p>martial weapons: 2 pts</p><p>con save: 2 pts</p><p>str save: 1 pt</p><p></p><p>total: 10 points</p><p>how to make it more customizable?</p><p></p><p>skills; every one should have at least one class skill, so skill pools go from 1-4. If you want some kind of skill monkey.</p><p>armor: fighter should know basics of armor, so armor is on 1-3 scale</p><p>unarmed defense: maybe an option, but really not for fighter</p><p>expertise: everyone should have a chance to be an expert so fighter may choose one expertise if needed 0-1</p><p>cantrips: zero, but fighter might be trained in some more magical setting so one cantrip could be plausible</p><p>saves: usually should be str+con, but "boot camp" might be different. maybe it's underdark and mindflayers are popular there so maybe wis+cha could be more common in training.</p><p>tools: might come in handy, at least 3</p><p></p><p>in short:</p><p>Fighter:</p><p>skills: 1-4</p><p>armor: 1-3</p><p>cantrips: 0-1</p><p>expertise: 0-1</p><p>martial weapons: 2(this should be default)</p><p>tools/languages: 0-1, 3 tools and/or weapons could go far for roleplay</p><p>strong save(dex, con, wis): 0-2, only one of those</p><p>weak save(str,int,cha): 0-2, one per save, rare saves so taking two if wanted should not break anything.</p><p></p><p>Rogues:</p><p>4 skills: 4pts</p><p>thief tools, thieves cant, 4 weapons: 2 pts</p><p>2 expertise: 2 pts</p><p>light armor: 1 pt</p><p>dex save: 2 pts</p><p>int save: 1 pt</p><p>total: 12pts</p><p></p><p>more than fighter, but d8 HD so more pts sounds good.</p><p></p><p>customization options:</p><p>skills: 3-6, rogues should stay prime skill monkeys, so 3 skills are minimum. 6 if you want to minimize your combat potential.</p><p>armor: 0-2, some brutes might want more armor</p><p>unarmored defense: 0-1, 10+dex+int might be good for rogue</p><p>cantrips: 0-2, start as a arcane trickster if you want</p><p>expertise: 1-3, one should be minimum, 3 could be expert description. Simple weapons only but more expertise/skills.</p><p>tools(0-9): 0-3 having more tools/languages and/or some weapons of choice is always good for a rogue</p><p>strong save(dex, con, wis): 0-2, only one of those</p><p>weak save(str,int,cha): 0-2, one per save, rare saves so taking two if wanted should not break anything. Same as fighter.</p></blockquote><p></p>
[QUOTE="Horwath, post: 8754248, member: 6801299"] Every class gives certain number skill, tool, language, armor and weapon proficiencies. But, sometimes your vision of a character does not follow the proficiency that you class was granted. Maybe you are lizardfolk fighter, why and how are you going to get heavy armor proficiency in your tribe? Yes, most will say; play barbarian or a ranger or something, but you really like to play a fighter. So, I want to pool all starting proficiencies into single pool and put the value on them. Skills, expertise, one armor category, cantrips, weak saves(str, int, cha), any combination of 3 tools, languages and/or martial weapons are all worth 1 point. Proficiency with all martial weapons and strong saves(dex, con, wis) is worth 2 points. Unarmored defense is worth... I guess one point...or less. let's say 1 point. then take fighter: 2 skills: 2 points 0 cantrips 0 expertise heavy armor: 3 points martial weapons: 2 pts con save: 2 pts str save: 1 pt total: 10 points how to make it more customizable? skills; every one should have at least one class skill, so skill pools go from 1-4. If you want some kind of skill monkey. armor: fighter should know basics of armor, so armor is on 1-3 scale unarmed defense: maybe an option, but really not for fighter expertise: everyone should have a chance to be an expert so fighter may choose one expertise if needed 0-1 cantrips: zero, but fighter might be trained in some more magical setting so one cantrip could be plausible saves: usually should be str+con, but "boot camp" might be different. maybe it's underdark and mindflayers are popular there so maybe wis+cha could be more common in training. tools: might come in handy, at least 3 in short: Fighter: skills: 1-4 armor: 1-3 cantrips: 0-1 expertise: 0-1 martial weapons: 2(this should be default) tools/languages: 0-1, 3 tools and/or weapons could go far for roleplay strong save(dex, con, wis): 0-2, only one of those weak save(str,int,cha): 0-2, one per save, rare saves so taking two if wanted should not break anything. Rogues: 4 skills: 4pts thief tools, thieves cant, 4 weapons: 2 pts 2 expertise: 2 pts light armor: 1 pt dex save: 2 pts int save: 1 pt total: 12pts more than fighter, but d8 HD so more pts sounds good. customization options: skills: 3-6, rogues should stay prime skill monkeys, so 3 skills are minimum. 6 if you want to minimize your combat potential. armor: 0-2, some brutes might want more armor unarmored defense: 0-1, 10+dex+int might be good for rogue cantrips: 0-2, start as a arcane trickster if you want expertise: 1-3, one should be minimum, 3 could be expert description. Simple weapons only but more expertise/skills. tools(0-9): 0-3 having more tools/languages and/or some weapons of choice is always good for a rogue strong save(dex, con, wis): 0-2, only one of those weak save(str,int,cha): 0-2, one per save, rare saves so taking two if wanted should not break anything. Same as fighter. [/QUOTE]
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