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General Tabletop Discussion
D&D Older Editions
Feat/Skill based magic for 3e (brainstorm)
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<blockquote data-quote="FireLance" data-source="post: 783947" data-attributes="member: 3424"><p><strong></strong></p><p><strong></strong></p><p><strong>Conceptually, skills could represent basic familiarity with a type or school or spell, e.g. divination, energy attack, influence others, etc. Feats could represent levels of power, e.g. ability to create 1st to 9th level effects, affect multiple targets, affect area, etc. The prerequisites for the feat could be x ranks in a skill. Say, the feat that allows a spellcaster to create a 1st-level effect requires 4 ranks in the Spellcraft (or whatever) skill. The feat that allows him to create 2nd-level effects could require 6 ranks in the same skill.</strong></p><p><strong></strong></p><p><strong>My main problem with a skill/feat system is that they are more suited for "always on" abilities and are hence should either provide a small benefit or one that only comes up once in a while. The power of spells are balanced by their limited availability. Imagine a skill that provides even the equivalent of Cure Minor Wounds. A low-level party could use it to heal up completely between fights. If we want to limit its uses via some fatigue or spell point system, then we might as well go back to spell slots again.</strong></p></blockquote><p></p>
[QUOTE="FireLance, post: 783947, member: 3424"] [B] Conceptually, skills could represent basic familiarity with a type or school or spell, e.g. divination, energy attack, influence others, etc. Feats could represent levels of power, e.g. ability to create 1st to 9th level effects, affect multiple targets, affect area, etc. The prerequisites for the feat could be x ranks in a skill. Say, the feat that allows a spellcaster to create a 1st-level effect requires 4 ranks in the Spellcraft (or whatever) skill. The feat that allows him to create 2nd-level effects could require 6 ranks in the same skill. My main problem with a skill/feat system is that they are more suited for "always on" abilities and are hence should either provide a small benefit or one that only comes up once in a while. The power of spells are balanced by their limited availability. Imagine a skill that provides even the equivalent of Cure Minor Wounds. A low-level party could use it to heal up completely between fights. If we want to limit its uses via some fatigue or spell point system, then we might as well go back to spell slots again.[/b] [/QUOTE]
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