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*Pathfinder & Starfinder
Moving everything to skills -- BaB, saves, and armor class
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<blockquote data-quote="kenjib" data-source="post: 740838" data-attributes="member: 530"><p>That's a good point LostSoul. I think that it allows you to keep archetypes by giving various characters different foci. You also still have the same class abilities (rage, turn undead, sneak attack, etc.), spell casting progressions (the spellcasting skill for each school that I referred to only applies to save DC), weapon/armor proficiency, hit die type, etc.</p><p></p><p>Everything is not a skill - my post title was perhaps misleading. I was just talking about saves, bab, spellcasting DC, and defense, really. Sorry about that!</p><p></p><p></p><p></p><p>Hmm...that's an interesting idea for defense Khorod. People in the middle tier can either specialize in certain areas are spread points out to be more balanced. What about offense though? How do you allow someone to have an attack progression that is better than a wizard's but not as good as a fighter's with their weapon of choice?</p><p></p><p>What if there were three ranks:</p><p>Poor Ability (aka cross class): each skill point is worth 0.5 ranks in a skill. This is the default ability level for all skills.</p><p>Medium Ability (new): each skill point is worth 0.75 ranks in a skill</p><p>High Ability (aka class skills): each skill point is worth 1 rank in a skill</p><p></p><p>You can't spend more than 3+level skill points in a skill, however many ranks that will buy you (round down).</p><p></p><p>So,</p><p></p><p>Fighters</p><p>----------</p><p>Combat Skills: 4 per level</p><p>Class Skills: All (high)</p><p>Defensive Skills: 3 per level</p><p>Class Skills: Defense (high), Fortitude (high), Reflex (medium)</p><p>Spellcasting Skills: 0 per level</p><p>No class skills</p><p>Other Skills: 2 + int mod per level</p><p>Class Skills: Similar to PHB, but you could have some at medium ability now.</p><p></p><p>Monks</p><p>--------</p><p>Combat Skills: 4 per level</p><p>Class Skills: Unarmed (medium), Exotic Melee/Thrown (medium), and Exotic Ranged (medium)</p><p>Defensive Skills: 4 per level</p><p>Class Skills: All (high)</p><p>Spellcasting Skills: 0 per level</p><p>Class Skills: None</p><p>Other Skills: 2 + int mod per level</p><p>Class Skills: Similar to PHB, but you could have some at medium ability now.</p><p></p><p>Non-Specialist Wizard</p><p>----------------------------</p><p>Combat Skills: 2 per level</p><p>Class Skills: None</p><p>Defensive Skills: 4 per level</p><p>Class Skills: Will (high)</p><p>Spellcasting Skills: 5 per level</p><p>Class Skills: All (high)</p><p>Other Skills: 2 + int mod per level</p><p>Class Skills: Similar to PHB, but you could have some at medium ability now.</p><p></p><p>Sorcerer</p><p>-----------</p><p>Combat Skills: 2 per level</p><p>Class Skills: None</p><p>Defensive Skills: 4 per level</p><p>Class Skills: Will (high)</p><p>Spellcasting Skills: 4 per level</p><p>Class Skills: Choose Four (high), All Others (medium)</p><p>Other Skills: 2 + int mod per level</p><p>Class Skills: Similar to PHB, but you could have some at medium ability now.</p><p></p><p>Cleric</p><p>-------</p><p>Combat Skills: 3 per level</p><p>Class Skills: Favored Weapons (medium), Unarmed (medium), Bludgeoning (medium), Crossbows (medium)</p><p>Spell</p><p>Spellcasting Skills: 5 per level</p><p>Class Skills: All (high)</p><p>Other Skills: 2 + int mod per level</p><p>Class Skills: Similar to PHB, but you could have some at medium ability now.</p><p></p><p>Rogue</p><p>--------</p><p>Combat Skills: 3 per level</p><p>Class Skills: Blades (medium), Crossbows (medium), Thrown (medium), and Exotic Melee/Thrown (medium)</p><p>Defensive Skills: 4 per level</p><p>Class Skills: Defense (medium), Reflex (high)</p><p>Spellcasting Skills: 0 per level</p><p>Class Skills: None</p><p>Other Skills: 8 + int mod per level</p><p>Class Skills: Similar to PHB, but you could have some at medium ability now.</p><p></p><p>I agree that it's a very rough idea with plenty of problems though. Saves, for example, become more level dependent than they currently are when you almost double the spread of DCs/save boni. You would also need to come up with a conversion rate for things like poison DCs and other fixed DCs. Perhaps it's all managable though? It's also a pretty drastic change to the AC system and would require some modifications, like monk armor bonus and wis bonus to ac should change to some kind of inherent "iron body" DR to offset no armor.</p></blockquote><p></p>
[QUOTE="kenjib, post: 740838, member: 530"] That's a good point LostSoul. I think that it allows you to keep archetypes by giving various characters different foci. You also still have the same class abilities (rage, turn undead, sneak attack, etc.), spell casting progressions (the spellcasting skill for each school that I referred to only applies to save DC), weapon/armor proficiency, hit die type, etc. Everything is not a skill - my post title was perhaps misleading. I was just talking about saves, bab, spellcasting DC, and defense, really. Sorry about that! Hmm...that's an interesting idea for defense Khorod. People in the middle tier can either specialize in certain areas are spread points out to be more balanced. What about offense though? How do you allow someone to have an attack progression that is better than a wizard's but not as good as a fighter's with their weapon of choice? What if there were three ranks: Poor Ability (aka cross class): each skill point is worth 0.5 ranks in a skill. This is the default ability level for all skills. Medium Ability (new): each skill point is worth 0.75 ranks in a skill High Ability (aka class skills): each skill point is worth 1 rank in a skill You can't spend more than 3+level skill points in a skill, however many ranks that will buy you (round down). So, Fighters ---------- Combat Skills: 4 per level Class Skills: All (high) Defensive Skills: 3 per level Class Skills: Defense (high), Fortitude (high), Reflex (medium) Spellcasting Skills: 0 per level No class skills Other Skills: 2 + int mod per level Class Skills: Similar to PHB, but you could have some at medium ability now. Monks -------- Combat Skills: 4 per level Class Skills: Unarmed (medium), Exotic Melee/Thrown (medium), and Exotic Ranged (medium) Defensive Skills: 4 per level Class Skills: All (high) Spellcasting Skills: 0 per level Class Skills: None Other Skills: 2 + int mod per level Class Skills: Similar to PHB, but you could have some at medium ability now. Non-Specialist Wizard ---------------------------- Combat Skills: 2 per level Class Skills: None Defensive Skills: 4 per level Class Skills: Will (high) Spellcasting Skills: 5 per level Class Skills: All (high) Other Skills: 2 + int mod per level Class Skills: Similar to PHB, but you could have some at medium ability now. Sorcerer ----------- Combat Skills: 2 per level Class Skills: None Defensive Skills: 4 per level Class Skills: Will (high) Spellcasting Skills: 4 per level Class Skills: Choose Four (high), All Others (medium) Other Skills: 2 + int mod per level Class Skills: Similar to PHB, but you could have some at medium ability now. Cleric ------- Combat Skills: 3 per level Class Skills: Favored Weapons (medium), Unarmed (medium), Bludgeoning (medium), Crossbows (medium) Spell Spellcasting Skills: 5 per level Class Skills: All (high) Other Skills: 2 + int mod per level Class Skills: Similar to PHB, but you could have some at medium ability now. Rogue -------- Combat Skills: 3 per level Class Skills: Blades (medium), Crossbows (medium), Thrown (medium), and Exotic Melee/Thrown (medium) Defensive Skills: 4 per level Class Skills: Defense (medium), Reflex (high) Spellcasting Skills: 0 per level Class Skills: None Other Skills: 8 + int mod per level Class Skills: Similar to PHB, but you could have some at medium ability now. I agree that it's a very rough idea with plenty of problems though. Saves, for example, become more level dependent than they currently are when you almost double the spread of DCs/save boni. You would also need to come up with a conversion rate for things like poison DCs and other fixed DCs. Perhaps it's all managable though? It's also a pretty drastic change to the AC system and would require some modifications, like monk armor bonus and wis bonus to ac should change to some kind of inherent "iron body" DR to offset no armor. [/QUOTE]
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