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New rules for character creation
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<blockquote data-quote="Nebuchadnezzar" data-source="post: 207681" data-attributes="member: 1938"><p>First of all, I came up with Favored Skills to avoid the term "class-skills". This is because I want the system to be classless, and not to use the term class in any connection. Also, 10 Favored Skills seems too much for me, I'd rather have it at 6. I wrote 4 in the first post of this thread, but in hindsight that seems too low. I really don't know why you use the Charisma modifier to increase the number of Favored Skills at 1st level.</p><p></p><p> </p><p>This would result in characters with more hit points than I would want IMC. Also, I hate any sort of randomness when creating and developing a character's statistics. I would much rather it be a static number.</p><p></p><p> </p><p>Again, too many skill points. You use Int as the modifier here, while you use Cha as the modifier as to how many Favored Skills a character begins with?</p><p></p><p> </p><p>I would not want to equalize BAB and feats (weapon proficiencies with skills. They would have to cost more than normal skills, since combat is (whether you play a roleplaying campaign or not) extremely important. If it should cost more, then I see why you have given each character so many skill points. But those skill points could still be invested in "normal" skills, leaving every character very skillfull.</p><p></p><p> </p><p>This would have to be a "combat-skill" together with the "base attack skill". The idea does not appeal to me. </p><p></p><p> </p><p>I'd rather not make the saving throws skills.</p><p></p><p> </p><p>I gather you mean increasing the number of feats given to each character. This I have done. Two feats are given at 1st level, a feat at 2nd level, 4th, 6th, 8th, 10th, and so on.</p></blockquote><p></p>
[QUOTE="Nebuchadnezzar, post: 207681, member: 1938"] First of all, I came up with Favored Skills to avoid the term "class-skills". This is because I want the system to be classless, and not to use the term class in any connection. Also, 10 Favored Skills seems too much for me, I'd rather have it at 6. I wrote 4 in the first post of this thread, but in hindsight that seems too low. I really don't know why you use the Charisma modifier to increase the number of Favored Skills at 1st level. This would result in characters with more hit points than I would want IMC. Also, I hate any sort of randomness when creating and developing a character's statistics. I would much rather it be a static number. Again, too many skill points. You use Int as the modifier here, while you use Cha as the modifier as to how many Favored Skills a character begins with? I would not want to equalize BAB and feats (weapon proficiencies with skills. They would have to cost more than normal skills, since combat is (whether you play a roleplaying campaign or not) extremely important. If it should cost more, then I see why you have given each character so many skill points. But those skill points could still be invested in "normal" skills, leaving every character very skillfull. This would have to be a "combat-skill" together with the "base attack skill". The idea does not appeal to me. I'd rather not make the saving throws skills. I gather you mean increasing the number of feats given to each character. This I have done. Two feats are given at 1st level, a feat at 2nd level, 4th, 6th, 8th, 10th, and so on. [/QUOTE]
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