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Imaginary 4E ideas - what would you like to see ?
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<blockquote data-quote="Arcane Runes Press" data-source="post: 2043005" data-attributes="member: 402"><p>A new way to gain skills, and a ramping up of skills for all classes (yeah, still classes, cos' the peoples like dem). Essentially, skill points would come in two stages during initial character creation - in a way that combines Blue Rose's skill system with the current system.</p><p></p><p>Stage 1) Everybody spends their skills known slots to buy the skills they want to be favoured - the skill list would be open to all, but depending upon your archetype, you'd have to expend 1or 2 slots to pick up skills as favored. </p><p></p><p>So, for example, a wizard could pick up Knowledge (arcana) for 1 slot, or spend 2 slots to get Intimidation as a favoured skill. Likewise, a fighter could spend 1 slot to pick up Intimidation, or 2 to gain access to Tumble. </p><p></p><p>Stage 2) Spend skill points at each level as normal, with a varying amount of skill points depending upon class. Fighters might have 4, a rogue 10. Favoured skills are 1/1, and other skills can be purchased 2/1. At the same time, keeping the raised cost for non-favoured skills allows for picking up the odd rank for fun, or to fill an immediate need that wasn't envisioned at the time of character creation. </p><p></p><p>(Obviously, this is just a rough sketch, but you get the idea).</p><p></p><p>In other words, I'm interested in giving classes better access to a diverse bundle of skills, to allow for more focused creation of archetypes, and reduce the need to multiclass to efficiently pick up a skill you think critical for your character's concept.</p><p></p><p></p><p>I'd also revamp the spell system to be a bit more freeform, and more conducive to spell breadth - this would reduce the need for hundreds of new spells, many of which are minor variations on a common theme. </p><p></p><p></p><p>I'd also restructure classes so they're a bit more open - still channeled to some degree, but with fewer locked in abilities. I'd replace the locked in abilities with multi-choice options, to allow for more focused character themes. This would reduce the need for theme-channeling PrCs. </p><p></p><p></p><p>Finally, I'd like to see my name somewhere in the book - and, you know, not listed under "Playtesting" or written on the inside cover with a #2 pencil. Unattainable goals are the best sort*</p><p></p><p></p><p>Patrick Y. </p><p></p><p><span style="font-size: 9px">*Like my dream to be Batman</span></p></blockquote><p></p>
[QUOTE="Arcane Runes Press, post: 2043005, member: 402"] A new way to gain skills, and a ramping up of skills for all classes (yeah, still classes, cos' the peoples like dem). Essentially, skill points would come in two stages during initial character creation - in a way that combines Blue Rose's skill system with the current system. Stage 1) Everybody spends their skills known slots to buy the skills they want to be favoured - the skill list would be open to all, but depending upon your archetype, you'd have to expend 1or 2 slots to pick up skills as favored. So, for example, a wizard could pick up Knowledge (arcana) for 1 slot, or spend 2 slots to get Intimidation as a favoured skill. Likewise, a fighter could spend 1 slot to pick up Intimidation, or 2 to gain access to Tumble. Stage 2) Spend skill points at each level as normal, with a varying amount of skill points depending upon class. Fighters might have 4, a rogue 10. Favoured skills are 1/1, and other skills can be purchased 2/1. At the same time, keeping the raised cost for non-favoured skills allows for picking up the odd rank for fun, or to fill an immediate need that wasn't envisioned at the time of character creation. (Obviously, this is just a rough sketch, but you get the idea). In other words, I'm interested in giving classes better access to a diverse bundle of skills, to allow for more focused creation of archetypes, and reduce the need to multiclass to efficiently pick up a skill you think critical for your character's concept. I'd also revamp the spell system to be a bit more freeform, and more conducive to spell breadth - this would reduce the need for hundreds of new spells, many of which are minor variations on a common theme. I'd also restructure classes so they're a bit more open - still channeled to some degree, but with fewer locked in abilities. I'd replace the locked in abilities with multi-choice options, to allow for more focused character themes. This would reduce the need for theme-channeling PrCs. Finally, I'd like to see my name somewhere in the book - and, you know, not listed under "Playtesting" or written on the inside cover with a #2 pencil. Unattainable goals are the best sort* Patrick Y. [SIZE=1]*Like my dream to be Batman[/SIZE] [/QUOTE]
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