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*Dungeons & Dragons
L&L Sept 16th . The Latest on Skills
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<blockquote data-quote="Li Shenron" data-source="post: 6183130" data-attributes="member: 1465"><p>Remains to be seen, but IMHO it would be a good thing. </p><p></p><p>Unlike skills, where there is little reason for someone who never does X to get better automatically like in 4e, attacks are a much more generic expertise so it's quite ok for me if all PCs advance in BAB. The difference is in weapon proficiency (i.e. damage output) and additional abilities of the martial classes, but with everyone sharing the same BAB progression there is full support for the non-martial PC who wants to pick up one good weapon proficiency and swing a sword adequately (tho she won't have the additional abilities of martial types). </p><p></p><p>Furthermore, there is a very good aid to the multiclassing rules, because one shared BAB means we need no specific rules for stacking BAB, we can just use the BAB for the total character level.</p><p></p><p></p><p></p><p>Expertise dice and Martial dice are (or can be) still in the game, but since they are moved to subclasses, nobody is forced to use them.</p><p></p><p>This is a very good move IMO, because while I absolutely loved the first Fighter with Combat Superiority, it does add complexity... Turning it from class feature to subclass feature means everybody can choose to have it or not.</p><p></p><p></p><p></p><p>This sounds like a good idea! Flat bonus if you like simplicity & reliability, bonus dice if you want more swinginess. </p><p></p><p>Similarly to rolling hit points, I could totally see myself allowing either method to each player. Or why not even to the same player, depending on circumstances.</p><p></p><p></p><p></p><p>I think this was pretty much one of the their goals <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>IMHO the skill dice was actually an experiment in order to open up the possibility of "skill tricks". It wasn't bad, and we might see it as an optional module or subclass feature for example of a Rogue's "Trickster" subclass. OTOH it was quite useless when used without such tricks!</p><p></p><p>Untethering skills from attributes is something I really want, even if they insist on having one explicit default attribute. I can settle for a couple of lines in the Skills chapter telling that you can apply the bonus to other ability checks if relevant.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6183130, member: 1465"] Remains to be seen, but IMHO it would be a good thing. Unlike skills, where there is little reason for someone who never does X to get better automatically like in 4e, attacks are a much more generic expertise so it's quite ok for me if all PCs advance in BAB. The difference is in weapon proficiency (i.e. damage output) and additional abilities of the martial classes, but with everyone sharing the same BAB progression there is full support for the non-martial PC who wants to pick up one good weapon proficiency and swing a sword adequately (tho she won't have the additional abilities of martial types). Furthermore, there is a very good aid to the multiclassing rules, because one shared BAB means we need no specific rules for stacking BAB, we can just use the BAB for the total character level. Expertise dice and Martial dice are (or can be) still in the game, but since they are moved to subclasses, nobody is forced to use them. This is a very good move IMO, because while I absolutely loved the first Fighter with Combat Superiority, it does add complexity... Turning it from class feature to subclass feature means everybody can choose to have it or not. This sounds like a good idea! Flat bonus if you like simplicity & reliability, bonus dice if you want more swinginess. Similarly to rolling hit points, I could totally see myself allowing either method to each player. Or why not even to the same player, depending on circumstances. I think this was pretty much one of the their goals :) IMHO the skill dice was actually an experiment in order to open up the possibility of "skill tricks". It wasn't bad, and we might see it as an optional module or subclass feature for example of a Rogue's "Trickster" subclass. OTOH it was quite useless when used without such tricks! Untethering skills from attributes is something I really want, even if they insist on having one explicit default attribute. I can settle for a couple of lines in the Skills chapter telling that you can apply the bonus to other ability checks if relevant. [/QUOTE]
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L&L Sept 16th . The Latest on Skills
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