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Rule Of Three - How did I miss this
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<blockquote data-quote="Primitive Screwhead" data-source="post: 5739071" data-attributes="member: 20805"><p>My thoughts were also much like Quickleaf's, altho flavored by recent other threads.</p><p></p><p> What I would like 5e to do is to follow Ken Hood's Skills-n-Feats system that I used in 3x. Basically you have a talent tree with the opening feat granting access to a skill or skills, for example 'psionics' or 'martial arts' or 'dedication'. Other feats have prerequisites of a certain skill level and/or other feats. Usually these feats will grant 'cross-class' access, meaning a higher cost to increase.</p><p></p><p>Certain classes could grant the feat and/or access to the skill as a 'class', making them inherently better than other classes.</p><p></p><p>In this manner, you could have your fighter variants built from the base 'fighter' class and take optional talent trees for spell-blade, paladin, barbarian, etc.</p><p></p><p>Balance could be maintained through skill points, with more powerful talents costing more. As the game expands, you merely add talent trees and the class that is best at that particular talent. Players can then dip into various classes to develop their chosen character concept.</p><p></p><p>Players could also stay as simple or get as complex as they want. The 'base' fighter would have two or three talent trees, while a bard might have 5 or 6.</p><p></p><p>If combat was based on the 'attack' and 'defense' skills, than much of this naturally falls into place with a common resolution mechanic of using skill checks {whether that be D20 vs DC or dice pool vs DC or what ever skill system you want to use}</p><p></p><p>I also think that races should be split between genetic mechanics and social mechanics, so being full blooded elf consists of the 'elf blood' and 'elf training' packages. This allows for half-breeds to mix and match their blood and their training in a variety of ways.. as well as having multiple version of a race {elf anyone?} without too much fuss.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 5739071, member: 20805"] My thoughts were also much like Quickleaf's, altho flavored by recent other threads. What I would like 5e to do is to follow Ken Hood's Skills-n-Feats system that I used in 3x. Basically you have a talent tree with the opening feat granting access to a skill or skills, for example 'psionics' or 'martial arts' or 'dedication'. Other feats have prerequisites of a certain skill level and/or other feats. Usually these feats will grant 'cross-class' access, meaning a higher cost to increase. Certain classes could grant the feat and/or access to the skill as a 'class', making them inherently better than other classes. In this manner, you could have your fighter variants built from the base 'fighter' class and take optional talent trees for spell-blade, paladin, barbarian, etc. Balance could be maintained through skill points, with more powerful talents costing more. As the game expands, you merely add talent trees and the class that is best at that particular talent. Players can then dip into various classes to develop their chosen character concept. Players could also stay as simple or get as complex as they want. The 'base' fighter would have two or three talent trees, while a bard might have 5 or 6. If combat was based on the 'attack' and 'defense' skills, than much of this naturally falls into place with a common resolution mechanic of using skill checks {whether that be D20 vs DC or dice pool vs DC or what ever skill system you want to use} I also think that races should be split between genetic mechanics and social mechanics, so being full blooded elf consists of the 'elf blood' and 'elf training' packages. This allows for half-breeds to mix and match their blood and their training in a variety of ways.. as well as having multiple version of a race {elf anyone?} without too much fuss. [/QUOTE]
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