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[LONG] Europ: Semi-Final Rules Draft
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<blockquote data-quote="seasong" data-source="post: 387954" data-attributes="member: 5137"><p><span style="font-size: 12px"><strong><span style="color: orange">Skill Rules</span></strong></span></p><p></p><p><strong><span style="color: orange">Class Skills</span></strong></p><p></p><p>PCs choose 12 skills which they learn as Class Skills. Everything else is double cost to learn. This list remains the same throughout the PC's career, although a feat may be taken to learn a new Class Skill; each feat allows the PC to learn one additional skill as a Class Skill.</p><p></p><p>Skill lists should reflect background, training and natural inclinations.</p><p></p><p><strong><span style="color: orange">Arms & Armor Proficiency</span></strong></p><p></p><p>Weapon and armor use now uses skill points rather than feats. Each weapon (including unarmed strikes and grappling) or armor type (light, medium, heavy and shields) costs 1 skill point to learn. Characters have <em>NO</em> proficiencies by default, unless they put skill into it.</p><p></p><p>Additional skill points may be put into a particular weapon proficiency. Each 1 point gives one "feat" with that weapon only. You must meet all of the normal prerequisites for the feat (to Deflect Arrows, you must have DEX 13+). You can still take the feat normally (in which case it applies to all weapons that it would normally apply to). The feats that may be taken in this manner are:</p><p></p><p>Ambidexterity</p><p>Cleave</p><p>Combat Reflexes</p><p>Deflect Arrows (improved unarmed strike <em>or</em> weapon focus)</p><p>Expertise</p><p>Far Shot</p><p>Improved Bull Rush (shield)</p><p>Improved Critical</p><p>Improved Disarm</p><p>Improved Trip (wrestling)</p><p>Improved Two-Weapon Fighting (must take for each weapon able to use)</p><p>Improved Unarmed Strike (unarmed strike)</p><p>Point Blank Shot</p><p>Power Attack</p><p>Precise Shot</p><p>Quick Draw</p><p>Rapid Shot</p><p>Ride-By Attack</p><p>Shot on the Run</p><p>Spirited Charge</p><p>Spring Attack</p><p>Stunning Fist (unarmed strike)</p><p>Sunder</p><p>Two-Weapon Fighting (must take for each weapon able to use)</p><p>Weapon Finesse</p><p>Weapon Focus</p><p>Weapon Specialization</p><p></p><p>If you are in doubt as to whether or not a weapon feat should be available for a skill point, apply the following litmus test:</p><p></p><p>1. Is the feat "extraordinary"? (for example, Whirlwind attack). If yes, it should not be available for a skill point.</p><p></p><p>2. Does the feat represent skill with the weapon, or skill at something else while using the weapon? (for example, Mounted Combat is skill with the mount while using a weapon). If skill at something else, it should not be available for a skill point.</p><p></p><p><strong><span style="color: orange">Literacy</span></strong></p><p></p><p>Characters are illiterate by default. It costs 1 skill point to be literate in a particular script.</p><p></p><p><strong><span style="color: orange">Spell Casting</span></strong></p><p></p><p><em>This is just a brief overview of how magic relates to skills. The full system will be in my next post.</em></p><p></p><p>Spell casters must put 1 skill point in each spell they can cast (they can put an additional skill point in a spell to be particularly good at it). In addition, each type of spell caster has a special skill which is used for all spell casting, which the character will need to have. The spell casting feat actually <em>gives</em> the spell caster a few points for this, as well.</p><p></p><p>In general, spell casters can expect to put 1-3 of their skill points into magic every level, more if they are truly dedicated.</p></blockquote><p></p>
[QUOTE="seasong, post: 387954, member: 5137"] [SIZE=3][b][color=orange]Skill Rules[/color][/b][/SIZE] [b][color=orange]Class Skills[/color][/b] PCs choose 12 skills which they learn as Class Skills. Everything else is double cost to learn. This list remains the same throughout the PC's career, although a feat may be taken to learn a new Class Skill; each feat allows the PC to learn one additional skill as a Class Skill. Skill lists should reflect background, training and natural inclinations. [b][color=orange]Arms & Armor Proficiency[/color][/b] Weapon and armor use now uses skill points rather than feats. Each weapon (including unarmed strikes and grappling) or armor type (light, medium, heavy and shields) costs 1 skill point to learn. Characters have [i]NO[/i] proficiencies by default, unless they put skill into it. Additional skill points may be put into a particular weapon proficiency. Each 1 point gives one "feat" with that weapon only. You must meet all of the normal prerequisites for the feat (to Deflect Arrows, you must have DEX 13+). You can still take the feat normally (in which case it applies to all weapons that it would normally apply to). The feats that may be taken in this manner are: Ambidexterity Cleave Combat Reflexes Deflect Arrows (improved unarmed strike [i]or[/i] weapon focus) Expertise Far Shot Improved Bull Rush (shield) Improved Critical Improved Disarm Improved Trip (wrestling) Improved Two-Weapon Fighting (must take for each weapon able to use) Improved Unarmed Strike (unarmed strike) Point Blank Shot Power Attack Precise Shot Quick Draw Rapid Shot Ride-By Attack Shot on the Run Spirited Charge Spring Attack Stunning Fist (unarmed strike) Sunder Two-Weapon Fighting (must take for each weapon able to use) Weapon Finesse Weapon Focus Weapon Specialization If you are in doubt as to whether or not a weapon feat should be available for a skill point, apply the following litmus test: 1. Is the feat "extraordinary"? (for example, Whirlwind attack). If yes, it should not be available for a skill point. 2. Does the feat represent skill with the weapon, or skill at something else while using the weapon? (for example, Mounted Combat is skill with the mount while using a weapon). If skill at something else, it should not be available for a skill point. [b][color=orange]Literacy[/color][/b] Characters are illiterate by default. It costs 1 skill point to be literate in a particular script. [b][color=orange]Spell Casting[/color][/b] [i]This is just a brief overview of how magic relates to skills. The full system will be in my next post.[/i] Spell casters must put 1 skill point in each spell they can cast (they can put an additional skill point in a spell to be particularly good at it). In addition, each type of spell caster has a special skill which is used for all spell casting, which the character will need to have. The spell casting feat actually [i]gives[/i] the spell caster a few points for this, as well. In general, spell casters can expect to put 1-3 of their skill points into magic every level, more if they are truly dedicated. [/QUOTE]
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