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General Tabletop Discussion
*Pathfinder & Starfinder
Moving everything to skills -- BaB, saves, and armor class
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<blockquote data-quote="Pbartender" data-source="post: 745150" data-attributes="member: 7533"><p>I think you are making this a little more complicated than it needs to be. I'd thought about doing just this several months ago (though I never quite actually wrote it down and fleshed it out). Here's what I came up with...</p><p></p><p>Combat skills:</p><p>There are five basic combat skills...</p><p>Melee (Str)</p><p>Ranged (Dex)</p><p>Grapple (Str)</p><p>Dodge (Dex)</p><p>Parry (Str)</p><p></p><p>Melee and Ranged: These would work similar to the Craft, Knowledge, or Profession skills. The two skills encompass several weapon categories, each treated as a seperate skill: Melee (axes), Melee (clubs), Melee (knives), Melee (spears), Melee (swords), Melee (unarmed), Ranged (bows), Ranged (crossbows), Ranged (thrown). Any specific Exotic Weapon makes up its own specific category. They are non-exclusive, cross-class skills and are all usable untrained. Taking a Weapon Proficiency feat for a particular category (or specific Exotic weapon) makes that skill a class skill.</p><p></p><p>Grapple: As the Ranged and Melee skills, but only a single skill. It replaces the "Grapple Check" roll when grappling.</p><p></p><p>Dodge: One of two basic defense skills. Dodge is the art of getting out of the way. It replaces normal AC in every way. It can be used against any attack.</p><p></p><p>Parry: The other mode of defense. The best defense is a good offense. Parry replaces Dex with Str, but would carry some restrictions. 1. You must have a melee weapon or shield (or Improved Unarmed Strike) ready in order to Parry. 2. You cannot use Parry against ranged attacks (unless you have the Deflect Arrows feat).</p><p></p><p>During a normal attack, the attacker would use the appropriate attack skill in an opposed check against the defender's Dodge or Parry skill. If the attacker wins, he hits and deals damage. If the Defender wins, the attack misses.</p><p></p><p>In this sort of rule-set, I'd make Armor provide DR, and larger shields give a bonus to Parry.</p><p></p><p>I did test it out a little, and it works moderately well. You can be excellent at a single weapon, good at a few, or competent at many. Plus, non-warriors can aleays take cross-class ranks in weapons, or use them (poorly) untrained.</p><p></p><p>You just need to make certain everyone is getting the right number of skill points. But if you use a single-class (essentially a classless) D20 system, it'd probably work out just fine.</p></blockquote><p></p>
[QUOTE="Pbartender, post: 745150, member: 7533"] I think you are making this a little more complicated than it needs to be. I'd thought about doing just this several months ago (though I never quite actually wrote it down and fleshed it out). Here's what I came up with... Combat skills: There are five basic combat skills... Melee (Str) Ranged (Dex) Grapple (Str) Dodge (Dex) Parry (Str) Melee and Ranged: These would work similar to the Craft, Knowledge, or Profession skills. The two skills encompass several weapon categories, each treated as a seperate skill: Melee (axes), Melee (clubs), Melee (knives), Melee (spears), Melee (swords), Melee (unarmed), Ranged (bows), Ranged (crossbows), Ranged (thrown). Any specific Exotic Weapon makes up its own specific category. They are non-exclusive, cross-class skills and are all usable untrained. Taking a Weapon Proficiency feat for a particular category (or specific Exotic weapon) makes that skill a class skill. Grapple: As the Ranged and Melee skills, but only a single skill. It replaces the "Grapple Check" roll when grappling. Dodge: One of two basic defense skills. Dodge is the art of getting out of the way. It replaces normal AC in every way. It can be used against any attack. Parry: The other mode of defense. The best defense is a good offense. Parry replaces Dex with Str, but would carry some restrictions. 1. You must have a melee weapon or shield (or Improved Unarmed Strike) ready in order to Parry. 2. You cannot use Parry against ranged attacks (unless you have the Deflect Arrows feat). During a normal attack, the attacker would use the appropriate attack skill in an opposed check against the defender's Dodge or Parry skill. If the attacker wins, he hits and deals damage. If the Defender wins, the attack misses. In this sort of rule-set, I'd make Armor provide DR, and larger shields give a bonus to Parry. I did test it out a little, and it works moderately well. You can be excellent at a single weapon, good at a few, or competent at many. Plus, non-warriors can aleays take cross-class ranks in weapons, or use them (poorly) untrained. You just need to make certain everyone is getting the right number of skill points. But if you use a single-class (essentially a classless) D20 system, it'd probably work out just fine. [/QUOTE]
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Moving everything to skills -- BaB, saves, and armor class
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