I'll lay it out straight and discuss afterward.
When you create a character make TWO 22 point buy attribute tables. One of them is used for combat (attack bonuses, defences, initiative etc) and the other for skills and attribute tests.
Example:
I make a standard Human Fighter with 18 12 16 8 12 10. These are standard combat stats and I will be able to contribute effectively during battle.
I then make a second score array of 16 12 13 14 12 13. These will be used only for skills and attribute tests.
Explanation:
Assume for a moment that the second array (the 'character' attributes) functionally describe your character. My fighter is strong, smart, quite tough and charismatic and reasonably dextrous and wise.
The second array is merely there to describe my character's combat 'style' (for lack of a better word). As you can see my fighter attacks with powerful blows, relying on shoulder attacks (con) more than avoiding them (dex).
Uses:
Finally you can play the fighter who can interpret the arcane sigils or the Protecting Paladin who can lift the boulder of a fallen ally.
Notes:
The idea is for players to have the option to make more realistic, fleshed out characters, and not be caught between choosing an optimal class build and what they'd like to play.
Clarifications:
I'd advise removing 'class' skills so a character can choose any skill relevant to their interests.
Discussion:
What do you guys think? This house rule seems to avoid any balance issues by simply separating skill/attribute rolls from combat rolls, but there may be something I have missed.
Let me know.
Brute.
When you create a character make TWO 22 point buy attribute tables. One of them is used for combat (attack bonuses, defences, initiative etc) and the other for skills and attribute tests.
Example:
I make a standard Human Fighter with 18 12 16 8 12 10. These are standard combat stats and I will be able to contribute effectively during battle.
I then make a second score array of 16 12 13 14 12 13. These will be used only for skills and attribute tests.
Explanation:
Assume for a moment that the second array (the 'character' attributes) functionally describe your character. My fighter is strong, smart, quite tough and charismatic and reasonably dextrous and wise.
The second array is merely there to describe my character's combat 'style' (for lack of a better word). As you can see my fighter attacks with powerful blows, relying on shoulder attacks (con) more than avoiding them (dex).
Uses:
Finally you can play the fighter who can interpret the arcane sigils or the Protecting Paladin who can lift the boulder of a fallen ally.
Notes:
The idea is for players to have the option to make more realistic, fleshed out characters, and not be caught between choosing an optimal class build and what they'd like to play.
Clarifications:
I'd advise removing 'class' skills so a character can choose any skill relevant to their interests.
Discussion:
What do you guys think? This house rule seems to avoid any balance issues by simply separating skill/attribute rolls from combat rolls, but there may be something I have missed.
Let me know.
Brute.
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