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Next or BX?
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<blockquote data-quote="fjw70" data-source="post: 6277119" data-attributes="member: 80924"><p>I think I will keep with BX for now but pull in some things from Next. Particularly the proficiency system. Here is how I will modify BX.</p><p></p><p></p><p>Attacks, saves, and skills all use the same system. In this system you are non-proficient, proficient, or expert. If you are non-proficient then you get no bonuses for the task. If you are proficient then you get a bonus that starts at +2 and increases by 1 every 3 levels gained (i.e. +3 at 4th, +4 at 7th, +5 at 10th, and +6 at 13th). If you are an expert then you double the proficiency bonus.</p><p></p><p></p><p>All these activities are attribute checks that apply the proficiency or expert bonus when applicable. For example, melee attacks are strength or dexterity checks depending on the weapon used, save vs. poison is a constitution check, and picking locks is a dexterity check.</p><p></p><p></p><p>The typical DC target numbers are 10 for easy tasks, 15 for moderate, and 20 for hard. You can go up in increments of 5 for really difficult tasks. Attacks use the ascending AC for the target number. Saves use 15 for the typical target number. Easier saves (e.g. weak poison) can use 10 and harder saves (e.g. really potent poison) can use 20. Thief skills typically use 20 as the DC.</p><p></p><p></p><p>All other classes are proficient with the weapons they can normally use. Fighters are experts with either melee or ranged weapons, but not both.</p><p></p><p></p><p>All classes are proficient with saves, and Dwarves and Halflings are experts at saves.</p><p></p><p></p><p>Thieves are experts at the typical thief’s skills.</p><p></p><p></p><p>Other proficiencies and expertise can be decided on a case-by-case basis.</p></blockquote><p></p>
[QUOTE="fjw70, post: 6277119, member: 80924"] I think I will keep with BX for now but pull in some things from Next. Particularly the proficiency system. Here is how I will modify BX. Attacks, saves, and skills all use the same system. In this system you are non-proficient, proficient, or expert. If you are non-proficient then you get no bonuses for the task. If you are proficient then you get a bonus that starts at +2 and increases by 1 every 3 levels gained (i.e. +3 at 4th, +4 at 7th, +5 at 10th, and +6 at 13th). If you are an expert then you double the proficiency bonus. All these activities are attribute checks that apply the proficiency or expert bonus when applicable. For example, melee attacks are strength or dexterity checks depending on the weapon used, save vs. poison is a constitution check, and picking locks is a dexterity check. The typical DC target numbers are 10 for easy tasks, 15 for moderate, and 20 for hard. You can go up in increments of 5 for really difficult tasks. Attacks use the ascending AC for the target number. Saves use 15 for the typical target number. Easier saves (e.g. weak poison) can use 10 and harder saves (e.g. really potent poison) can use 20. Thief skills typically use 20 as the DC. All other classes are proficient with the weapons they can normally use. Fighters are experts with either melee or ranged weapons, but not both. All classes are proficient with saves, and Dwarves and Halflings are experts at saves. Thieves are experts at the typical thief’s skills. Other proficiencies and expertise can be decided on a case-by-case basis. [/QUOTE]
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