doghead
thotd
Some Thoughts Part II
Initiative Maerdwyn makes some good points, especially with the bab. Fighter types would always get the jump on non-fighter types. I'll probably leave it for now, or just slip it in when it seems appropriate.
Shields No one seems to object, so: +1 Defense for Bucklers, +2 for Light Shields and +3 for Heavy Shields.
Armour No one seems to object, so: Medium armour does not reduce you base speed, but still does reduce your run rate to x3. Other mods are unchanged.
Skills I'm not really planning on introducing this one, but have been thinking over it for a while. I saw an Epic game and thought that the skill bonuses were mental. (Actually, everything was mental.) I wondered about the idea of using the appropriate attribute as the skill rank cap. But it seems a little sudden. Get to the cap, and learn no more. So then I wondered about using an incremental skill rank buy. 1 point for rank 1, 2 points for rank 2. 3 points for rank 3. So it would cost 6 points to get rank 3, or 16 points to get rank 5.
I like characters to be able to diversify into the more unusual skills, so obviously a higher auto allotment of points each level would be needed. Your Int score comes to mind as one option. [Int 10*4 = 40.] At 10 points for 4 ranks, you could have 4 maxed skills at first level without much difficulty.
You should still be able to get a good range, but getting good (Bluff 5 ranks, Diplomacy 5 ranks for the +2 synergy bonus needs 32 skill points) is going to require dedication.
BAB OK. Gotta ask. Would it work with bab? Getting +1 BAB requires 1 CP. Improving to +2 BAB requires 2 CP. So achieving a +3 BAB would require 6 CP in total. With an 8CP build, you could get to a max of +8 BAB, requiring 36 CP in total. I don't see why there would be a need for a BAB increase/level cap with this system. Got 12 CP? Get +4 BAB! at first level (and precious little else). There would be no automatic BAB increase per level.
Initiative Maerdwyn makes some good points, especially with the bab. Fighter types would always get the jump on non-fighter types. I'll probably leave it for now, or just slip it in when it seems appropriate.
Shields No one seems to object, so: +1 Defense for Bucklers, +2 for Light Shields and +3 for Heavy Shields.
Armour No one seems to object, so: Medium armour does not reduce you base speed, but still does reduce your run rate to x3. Other mods are unchanged.
Skills I'm not really planning on introducing this one, but have been thinking over it for a while. I saw an Epic game and thought that the skill bonuses were mental. (Actually, everything was mental.) I wondered about the idea of using the appropriate attribute as the skill rank cap. But it seems a little sudden. Get to the cap, and learn no more. So then I wondered about using an incremental skill rank buy. 1 point for rank 1, 2 points for rank 2. 3 points for rank 3. So it would cost 6 points to get rank 3, or 16 points to get rank 5.
I like characters to be able to diversify into the more unusual skills, so obviously a higher auto allotment of points each level would be needed. Your Int score comes to mind as one option. [Int 10*4 = 40.] At 10 points for 4 ranks, you could have 4 maxed skills at first level without much difficulty.
You should still be able to get a good range, but getting good (Bluff 5 ranks, Diplomacy 5 ranks for the +2 synergy bonus needs 32 skill points) is going to require dedication.
BAB OK. Gotta ask. Would it work with bab? Getting +1 BAB requires 1 CP. Improving to +2 BAB requires 2 CP. So achieving a +3 BAB would require 6 CP in total. With an 8CP build, you could get to a max of +8 BAB, requiring 36 CP in total. I don't see why there would be a need for a BAB increase/level cap with this system. Got 12 CP? Get +4 BAB! at first level (and precious little else). There would be no automatic BAB increase per level.