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General Tabletop Discussion
*Pathfinder & Starfinder
New specialization rules... whadd'ya think?
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<blockquote data-quote="mirivor" data-source="post: 1659153" data-attributes="member: 7478"><p>It turns out that the system was a little more complicated than I remembered. Here is a sample sling complete with all rules from the Cyclopedia of Rules. I tried to demonstrate a good portion of the original system's intent. Note that the abreviations BS, SK, EX, MS, and GM stand for Basic, Skilled, Expert, Master, and Grand Master, respectively. </p><p></p><p>Sling</p><p></p><p>Lvl ranges damage defense special effects</p><p></p><p>BS 40/80/160 1D4 - -</p><p>SK 40/80/160 1D6 -1 AC vs. 2 attacks Stun (M+S)</p><p>EX 60/110/170 2D4 -2 AC vs. 3 attacks Stun (M+S)</p><p>MS 60/110/170 3D4 -3 AC vs. 3 attacks Stun (M+S)</p><p>GM 80/130/180 4D4 -4 AC vs. 4 attacks Stun (M+S)</p><p></p><p></p><p>Note the increases in range and damage. The bonuses to armor class versus a certain number of attacks per round is kind of odd, but hey, it was basic D&D. The stun effect only affected medium and small creatures. It forced a saving throw vs. death ray (remember those days?) or else have your movement cut in third, a +2 penalty to AC and a -2 penalty to all saving throws, and he cannot attack or cast spells. Note that fighters at the 36th level received 15 "weapon choices" and all other classes received 10. These were much like feats, only they were used to demonstrate "proficiency" with weapons. It took 5 of those choices to grand master in any one weapon and it also cost gold... a considerable amount. The training chart looks like so:</p><p></p><p># of weapon choices Training Time Cost per week</p><p></p><p>1 1 week 100 gp</p><p>2 2 weeks 250 gp</p><p>3 4 weeks 500 gp</p><p>4 8 weeks 750 gp</p><p>5 12 weeks 1000 gp</p><p></p><p>Fairly expensive, though worth it in the end. I realize that a lot of this stuff won't fit the current system, but I want to make sure that you have all of the information to judge against.</p><p></p><p></p><p>I also realize how overbeefed this is, but it could serve as a good basis for creating a new feat-based system for e3.5.</p></blockquote><p></p>
[QUOTE="mirivor, post: 1659153, member: 7478"] It turns out that the system was a little more complicated than I remembered. Here is a sample sling complete with all rules from the Cyclopedia of Rules. I tried to demonstrate a good portion of the original system's intent. Note that the abreviations BS, SK, EX, MS, and GM stand for Basic, Skilled, Expert, Master, and Grand Master, respectively. Sling Lvl ranges damage defense special effects BS 40/80/160 1D4 - - SK 40/80/160 1D6 -1 AC vs. 2 attacks Stun (M+S) EX 60/110/170 2D4 -2 AC vs. 3 attacks Stun (M+S) MS 60/110/170 3D4 -3 AC vs. 3 attacks Stun (M+S) GM 80/130/180 4D4 -4 AC vs. 4 attacks Stun (M+S) Note the increases in range and damage. The bonuses to armor class versus a certain number of attacks per round is kind of odd, but hey, it was basic D&D. The stun effect only affected medium and small creatures. It forced a saving throw vs. death ray (remember those days?) or else have your movement cut in third, a +2 penalty to AC and a -2 penalty to all saving throws, and he cannot attack or cast spells. Note that fighters at the 36th level received 15 "weapon choices" and all other classes received 10. These were much like feats, only they were used to demonstrate "proficiency" with weapons. It took 5 of those choices to grand master in any one weapon and it also cost gold... a considerable amount. The training chart looks like so: # of weapon choices Training Time Cost per week 1 1 week 100 gp 2 2 weeks 250 gp 3 4 weeks 500 gp 4 8 weeks 750 gp 5 12 weeks 1000 gp Fairly expensive, though worth it in the end. I realize that a lot of this stuff won't fit the current system, but I want to make sure that you have all of the information to judge against. I also realize how overbeefed this is, but it could serve as a good basis for creating a new feat-based system for e3.5. [/QUOTE]
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New specialization rules... whadd'ya think?
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