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good things, bad things and things you would change about 5e
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<blockquote data-quote="Hakon Blum" data-source="post: 7016801" data-attributes="member: 6871471"><p>they way i am looking at running the skills section is completely different to other rpg's.</p><p></p><p>when you create your character your back ground will determine your starting skills</p><p>an example of this is in the "modern version of the game" your back ground may be that of a mechanic</p><p>who finished year 12.</p><p>primary school gives you 1 rank in the following skills: </p><p>run, catch, jump, dodge, balance, swim, maths, history, language, sing, charm, insult and insight</p><p></p><p>secondary school gives you one rank in the following skills:</p><p>run, jump, dodge, balance, swim, maths, history, language, charm, insult, insight, chemistry, physics, computers</p><p></p><p>and 3 extra skills (max of 2 extra) from the above list or poetry, instrument, dance, leadership, smithing, woodcrafting</p><p></p><p>as a qualified mechanic you gain the following skills, these are your profession skills:</p><p>mechanic 4 ranks, electrician 2 ranks, smithing 2 ranks, drive 2 ranks.</p><p></p><p>you get age/2 ranks to spend as you wish representing learning you gained over your life.</p><p></p><p></p><p>your class and background profession determines "class skills" which are cheaper to level</p><p></p><p>ranks equate to a 0.5 bonus on the roll you make, maximum is rank 10 (+5)</p><p>some skills require a trainer to begin to learn or advance, those would be listed under their entry.</p><p></p><p>the idea is with a 150 skills you won't really need them all, you only need 1-4 combat skills, unless your a caster you don't need any of the magic skills (skills like illusion or fire damage) or divine skills (which are basically domains)</p><p></p><p>the idea is each skill doesn't just provide a bonus, but has its own 10 level talent tree</p><p>for instance as you level wood crafting you will gain the ability to auto succeed making common items, reduce time to craft, improve quality of things crafted, auto succeed making uncommon items, eventually unlocking the ability to craft a legendary item if you hit rank 10 and become a grand master wood crafter.</p><p></p><p>classes will have their own signature moves that are unlocked, but the majority of leveling will be done through skills which will have all the shared abilities that can be gained.</p><p></p><p></p><p>this system is probably most like Skyrim or Enderal in design.</p><p></p><p>I'm hoping shifting the load away from feats and classes to the actually dedication you put into what you want to be good at will be a great way to revolutionise leveling.</p></blockquote><p></p>
[QUOTE="Hakon Blum, post: 7016801, member: 6871471"] they way i am looking at running the skills section is completely different to other rpg's. when you create your character your back ground will determine your starting skills an example of this is in the "modern version of the game" your back ground may be that of a mechanic who finished year 12. primary school gives you 1 rank in the following skills: run, catch, jump, dodge, balance, swim, maths, history, language, sing, charm, insult and insight secondary school gives you one rank in the following skills: run, jump, dodge, balance, swim, maths, history, language, charm, insult, insight, chemistry, physics, computers and 3 extra skills (max of 2 extra) from the above list or poetry, instrument, dance, leadership, smithing, woodcrafting as a qualified mechanic you gain the following skills, these are your profession skills: mechanic 4 ranks, electrician 2 ranks, smithing 2 ranks, drive 2 ranks. you get age/2 ranks to spend as you wish representing learning you gained over your life. your class and background profession determines "class skills" which are cheaper to level ranks equate to a 0.5 bonus on the roll you make, maximum is rank 10 (+5) some skills require a trainer to begin to learn or advance, those would be listed under their entry. the idea is with a 150 skills you won't really need them all, you only need 1-4 combat skills, unless your a caster you don't need any of the magic skills (skills like illusion or fire damage) or divine skills (which are basically domains) the idea is each skill doesn't just provide a bonus, but has its own 10 level talent tree for instance as you level wood crafting you will gain the ability to auto succeed making common items, reduce time to craft, improve quality of things crafted, auto succeed making uncommon items, eventually unlocking the ability to craft a legendary item if you hit rank 10 and become a grand master wood crafter. classes will have their own signature moves that are unlocked, but the majority of leveling will be done through skills which will have all the shared abilities that can be gained. this system is probably most like Skyrim or Enderal in design. I'm hoping shifting the load away from feats and classes to the actually dedication you put into what you want to be good at will be a great way to revolutionise leveling. [/QUOTE]
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