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General Tabletop Discussion
*Pathfinder & Starfinder
Narrative Space Options for non-spellcasters
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<blockquote data-quote="Alzrius" data-source="post: 6151634" data-attributes="member: 8461"><p>I think that this one is probably the easiest to fix, simply because the skill system is something unto itself, rather than being a class feature. Given that, it's easy to tweak the skill points given to various classes, and the cross-class penalties. The DCs may be a bit trickier, but it's still not that difficult to adjust them.</p><p></p><p>Personally, I think that part of the problem here is that modifiers to the skill system allow for runaway bonus inflation. Taking care of that would likely solve half the problem.</p><p></p><p></p><p></p><p>I suspect that tagging feats would help here (e.g. labeling them as "combat," "social," or "exploratory") might work here, and then mandating that feats gained at certain levels be of certain types.</p><p></p><p>Alternately, when feats would normally be gained, the characters instead gain one feat of <strong>each</strong> type, rather than having to pick one of the mandated type.</p><p></p><p><em></em></p><p><em></em></p><p><em>Well, bear in mind that this is true on paper, but less so in play. There are limitations here that come up in the course of game-play that act as a greater limit on the practical ability of spells to influence the narrative than show from a theoretical construction of what a spellcaster can do.</em></p><p><em></em></p><p><em>That said, [MENTION=2303]Starfox[/MENTION] comes down pretty hard on people who talk about spellcasters in this thread. If we want to keep talking about this, I suggest tapping Z or R twice to do a barrel roll.</em></p></blockquote><p></p>
[QUOTE="Alzrius, post: 6151634, member: 8461"] I think that this one is probably the easiest to fix, simply because the skill system is something unto itself, rather than being a class feature. Given that, it's easy to tweak the skill points given to various classes, and the cross-class penalties. The DCs may be a bit trickier, but it's still not that difficult to adjust them. Personally, I think that part of the problem here is that modifiers to the skill system allow for runaway bonus inflation. Taking care of that would likely solve half the problem. I suspect that tagging feats would help here (e.g. labeling them as "combat," "social," or "exploratory") might work here, and then mandating that feats gained at certain levels be of certain types. Alternately, when feats would normally be gained, the characters instead gain one feat of [b]each[/b] type, rather than having to pick one of the mandated type. [i] Well, bear in mind that this is true on paper, but less so in play. There are limitations here that come up in the course of game-play that act as a greater limit on the practical ability of spells to influence the narrative than show from a theoretical construction of what a spellcaster can do. That said, [MENTION=2303]Starfox[/MENTION] comes down pretty hard on people who talk about spellcasters in this thread. If we want to keep talking about this, I suggest tapping Z or R twice to do a barrel roll.[/i] [/QUOTE]
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Narrative Space Options for non-spellcasters
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