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*Pathfinder & Starfinder
Expertise Dice Not Necessarily Fighter Exclusive
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<blockquote data-quote="Crazy Jerome" data-source="post: 5997145" data-attributes="member: 54877"><p>Given unlimited druthers, I'd break it down this way (with perhaps one or two additional categories that I'm missing at the moment):</p><ul> <li data-xf-list-type="ul">Arcane power - Vancian wizard spells, new sorcerer mechanics, etc.</li> <li data-xf-list-type="ul">Divine power - spontaneous cleric casting, analogous spontaneous mechanics for other "channelers".</li> <li data-xf-list-type="ul">Skills and Skullduggery - rogue schemes, ranger woodlore, etc.</li> <li data-xf-list-type="ul">Refined weapons and martial combat skills - Combat superiority, enhanced armor usage, ki, etc.</li> <li data-xf-list-type="ul">Primal power - rage, shapechanging, etc.</li> </ul><p>And just like there can be basic weapon and skill use across the categories, there can be basic uses of the other types across categories too (e.g. minor and narrow arcane, divine, or primal magic where warranted for a class). The categories are for the major pieces.</p><p> </p><p>So no class that wasn't built <strong>primarily</strong> around the idea of "refined weapons and martial combat skills" would get CS. But not every class within that group would necessarily get it, either, or to the same degree. If you had a class that was a true hybrid (say a paladin class deliberately built as 50/50 divine/martial), then it might or might not get CS, but would get some of one of the mechanics reserved for "martial". And then a multiclass character across categories would do the same thing.</p><p> </p><p>Whether CS specifically expands to be analogous to "spellcasting" with subdivisions of distinct mechanics underneath, or stays small to be one of the specific martial mechanics, I don't really care. </p><p> </p><p>Those categories become ways of siloing "major class feature" the same way that background and specialty are siloing skills and feats. Minor, more niche distinctive class features are embedded into the class directly. </p><p> </p><p>As far as the surface resemblance to past versions, I'll note that between them background, specialty, and class features are going a long way towards replicating the good parts of 4E roles (and some 3E elements as well) without necessarily keeping all the baggage. The above is an attempt to continue that progression, in the Next spirit--guiding a player towards an effective character, but not forcing it.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5997145, member: 54877"] Given unlimited druthers, I'd break it down this way (with perhaps one or two additional categories that I'm missing at the moment): [LIST] [*]Arcane power - Vancian wizard spells, new sorcerer mechanics, etc. [*]Divine power - spontaneous cleric casting, analogous spontaneous mechanics for other "channelers". [*]Skills and Skullduggery - rogue schemes, ranger woodlore, etc. [*]Refined weapons and martial combat skills - Combat superiority, enhanced armor usage, ki, etc. [*]Primal power - rage, shapechanging, etc. [/LIST]And just like there can be basic weapon and skill use across the categories, there can be basic uses of the other types across categories too (e.g. minor and narrow arcane, divine, or primal magic where warranted for a class). The categories are for the major pieces. So no class that wasn't built [B]primarily[/B] around the idea of "refined weapons and martial combat skills" would get CS. But not every class within that group would necessarily get it, either, or to the same degree. If you had a class that was a true hybrid (say a paladin class deliberately built as 50/50 divine/martial), then it might or might not get CS, but would get some of one of the mechanics reserved for "martial". And then a multiclass character across categories would do the same thing. Whether CS specifically expands to be analogous to "spellcasting" with subdivisions of distinct mechanics underneath, or stays small to be one of the specific martial mechanics, I don't really care. Those categories become ways of siloing "major class feature" the same way that background and specialty are siloing skills and feats. Minor, more niche distinctive class features are embedded into the class directly. As far as the surface resemblance to past versions, I'll note that between them background, specialty, and class features are going a long way towards replicating the good parts of 4E roles (and some 3E elements as well) without necessarily keeping all the baggage. The above is an attempt to continue that progression, in the Next spirit--guiding a player towards an effective character, but not forcing it. [/QUOTE]
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