Messing with skills, a new approach

dragoncc said:
Well, my "elegant solution" was to bring back 0-level (& fill it out which also helps with dipping), drop the x4 modifier from 1st level, & just have the character essentially x2 lower than 3.x characters. Makes the DCs with feats & all more in line with what I think each level of character should achieve. (Note: I also increased all but Commoner & Barbarian to 4 +INT modifier to make it "just right"). Not as invasive as changing all DCs, but the multiclassing edge from choosing Rogue/Fighter over Fighter/Rogue is eliminated :D )



I might have to give this a look, mind if I take it for a spin?

Everything I write is covered by the BSD license, OGL or CPL; pick whichever is most appropriate and is legal for me to do. :)
 

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AeroDm said:
When I wrote 'most' I was trying to imply 'full-plate' because such has been my experience. Should have been more specific...

Hence, most mid-level fighters have a -5 or worse armor check, and therefore couldn't expect to routinely charge down a flight of stairs (something I consider pretty standard fare).

In full plate? In the heydey of plate armor, knights would have to be hoisted or pushed up into their saddles.

I have never seen anything like what you are describing, in realistic or heroic fiction or cinema. I guess everyone looks at things differently, but the way I look at it, that's the reason not everyone is wearing full plate all the time. That stuff's cumbersome.
 

AeroDm said:
When I wrote 'most' I was trying to imply 'full-plate' because such has been my experience. Should have been more specific...

Hence, most mid-level fighters have a -5 or worse armor check, and therefore couldn't expect to routinely charge down a flight of stairs (something I consider pretty standard fare).

Well, one might argue that this is a choice the players get to make. Personally, I always make lightly armored fighters specifically because of this. On the one hand, massive armor can be nice. But in the games I play, being able to move around the battlefield is *much* more important. (This might also factor in to why I've seen people in various threads be somewhat down on the abilities of the Monk class, but I've never had any trouble with them--if you're always fighting in tightly constrained spaces where movement isn't really an option, monks can't use their mobility to advantage. If, on the other hand, there's interesting terrain and room to move around, the trade of AC for movement can be quite worth it.)

There was another thread recently talking about how hard Jump checks are to make--and folks pointed out that the RAW aim for "realistic" checks for things like Jump. Hence, the heavily armored fighter is going to have a pretty hard time jumping without investing serious skill points and improving their speed. (Standard Jump check for a full plate fighter is going to be at -12, assuming nothing to offset the ACP: -6 for the plate, -6 for going down from 30' speed to 20' speed.) This is realistic: they can't jump to save their lives. If you want to make things more heroic for this skill, you should probably consider reducing the penalty for slower speeds (to -4, say), and lowering the DCs for checks. The full plate fighter is *still* going to have a hard time jumping, though.

Like I said, it's a tradeoff. Heavier is *not* always the best choice, even for tanks.

(Continued ramble: In fact, I do not believe that any character in a game I've played in has worn full plate, unless they were a dwarf (they don't get any slower) or a cleric (can speed themselves up, no spell failure, and god damn, but you need them to stay alive). Oh, or our current druid, who is mainly just excited that we found some dragonscale armor--and *he* is getting it enchanted so that it will add AC even when he's in animal form, which is his preferred state during a fight. In our experience, the massive array of tactics at a fighter's disposal is better used with lighter armor. If we had a paladin, that might change, since a paladin does not get a lot of feats, and a paladin's warhorse provides mobility in out of doors settings.)
 

UA Level Base SKills and more

Well UA from WotC does it like so -

no ranks, no skill points
Class skills = d20 plus character level plue mods

and X Class skills = d20 plus mods


you know all skills for your class, and if you multi you combine the skill lists -


but if anyone checked out the other thread about XP for skills I think someone wrote - something like you can buy more skills ranks at these costs-

Class skill 25 times new rank desired

and X-Class 50 X new rank desired --

kinda cute
 

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