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How would these house rules affect D20?
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<blockquote data-quote="Jack Simth" data-source="post: 5423456" data-attributes="member: 29252"><p>They were called nonweapon proficiencies in previous editions.</p><p></p><p>As for how this will affect your game, it depends. </p><p></p><p>If the Rogue gets 8 'skill feats', the Bard 6, and so on, you're actually going to weaken the skillmonkey classes slightly - unless you make your Int bonus give you extra skill feats.</p><p></p><p>You'll still reduce their flexibility a bit (which does weaken them) in that they can't drop just two or three skill points into a given skill to cover the most common needs - so no getting just three ranks in Swim to be able to avoid drowning in rough water, you're either an expert or you're a novice. This also removes some of the 'jack of all trades' character concepts.</p><p></p><p></p><p>Saving throws are a little higher across the board, so characters are marginally more resilient vs. Magic. That's... about it, really.</p><p></p><p>Cool. You'll want to name the bonuses from class features, though - the Paladin's save bonus from Divine Grace is now 'Divine', and the Monk's AC bonus is now 'Insight' or some such.</p><p></p><p>This one is liable to hurt players. See, a PC who got equipment via stuff found adventuring is liable to have something like a +2 Breastplate, a +1 shield, a +2 Amulet of Natural Armor, and a +1 Ring of Protection. He also might have found a +4 Gloves of Dexterity, and a +2 Manual of +Dex. </p><p></p><p>He loses about 3-5 points of AC, so monsters are 15-25% more likely to hit on each attack. </p><p></p><p>However, it affects most monsters not at all - they simply have Strength S, Base Attack Bonus B, size modifier C, Feat impact D - all of which stack. </p><p></p><p>So you're weakening players, without weakening monsters, with this one. This is a recipe for accidentally misjudging encounters.</p><p>No big deal, really. Seriously.</p><p>Makes characters slightly more magically resilient, and makes dump stats more common.</p></blockquote><p></p>
[QUOTE="Jack Simth, post: 5423456, member: 29252"] They were called nonweapon proficiencies in previous editions. As for how this will affect your game, it depends. If the Rogue gets 8 'skill feats', the Bard 6, and so on, you're actually going to weaken the skillmonkey classes slightly - unless you make your Int bonus give you extra skill feats. You'll still reduce their flexibility a bit (which does weaken them) in that they can't drop just two or three skill points into a given skill to cover the most common needs - so no getting just three ranks in Swim to be able to avoid drowning in rough water, you're either an expert or you're a novice. This also removes some of the 'jack of all trades' character concepts. Saving throws are a little higher across the board, so characters are marginally more resilient vs. Magic. That's... about it, really. Cool. You'll want to name the bonuses from class features, though - the Paladin's save bonus from Divine Grace is now 'Divine', and the Monk's AC bonus is now 'Insight' or some such. This one is liable to hurt players. See, a PC who got equipment via stuff found adventuring is liable to have something like a +2 Breastplate, a +1 shield, a +2 Amulet of Natural Armor, and a +1 Ring of Protection. He also might have found a +4 Gloves of Dexterity, and a +2 Manual of +Dex. He loses about 3-5 points of AC, so monsters are 15-25% more likely to hit on each attack. However, it affects most monsters not at all - they simply have Strength S, Base Attack Bonus B, size modifier C, Feat impact D - all of which stack. So you're weakening players, without weakening monsters, with this one. This is a recipe for accidentally misjudging encounters. No big deal, really. Seriously. Makes characters slightly more magically resilient, and makes dump stats more common. [/QUOTE]
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