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Sammael's 3.75: Skills
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<blockquote data-quote="Sammael" data-source="post: 5011471" data-attributes="member: 4475"><p>Initiative is, at the moment, an Acrobatics + Wis check (Acrobatics represents your Reflexes, Wis represents your instincts). It seems to be working fine.</p><p></p><p>I ran a series of tests to see how the system would work without ability bonuses, and it doesn't really match up; the DCs would have to be reduced dramatically. Right now, I'm reducing all regular skill DCs by 3 (to represent the fact that your typical skill bonus is no longer "level + 3," just "level"), and, again, it seems to be working fine. </p><p></p><p>Synergy bonuses between skills (as they were in 3.x) are out. I do have synergies, but they work differently (for example, each rank in Perception increases your range increment for ranged weapons by 10%). I'll list all synergies when I have more time.</p><p></p><p>Skill Focus is there, but it grants a competence bonus (+2 to 1 skill or +1 to 2 skills). All the specific +2/+2 feats are gone (well, not really gone, but altered dramatically; for instance, Alertness give you the ability to roll twice to notice sneaking opponents and take the greater of two values; Diligent gives you a +1 bonus on retried skill checks and +2 when you take 20; Improved Initiative switches your initiative with the next higher, and so on).</p><p></p><p>All in all, the total skill bonuses (for characters who invest in skills) should be 5-15 points lower than in default 3.5. For instance, in my long-lasting 3.5 campaign, I had a rogue with an ungodly bonus to Hide and Move Silently:</p><p></p><p>+23 (ranks) +3 (Skill Focus) +2 (Stealthy) +10 (Dex) +6 (equipment) +4 (size) +2 (luck) = +50 (unbuffed)</p><p></p><p>Using the new system above, he could have (at most):</p><p></p><p>+10 (base bonus) +10 (ranks) +2 (competence) +1 (inherent) +2 (equipment) +8 (Dex) = +33 (and he couldn't get more than +2 more from buffs). </p><p></p><p>Still a very high bonus, but nevertheless more manageable. Dex is lower because you can't start with more than +4 in any attribute, there are no magic items that raise attributes, and there is a total of 4 attribute increases (by +1 effectively). Of course, that's assuming he'd put all attribute increases in Dex, which is unlikely.</p></blockquote><p></p>
[QUOTE="Sammael, post: 5011471, member: 4475"] Initiative is, at the moment, an Acrobatics + Wis check (Acrobatics represents your Reflexes, Wis represents your instincts). It seems to be working fine. I ran a series of tests to see how the system would work without ability bonuses, and it doesn't really match up; the DCs would have to be reduced dramatically. Right now, I'm reducing all regular skill DCs by 3 (to represent the fact that your typical skill bonus is no longer "level + 3," just "level"), and, again, it seems to be working fine. Synergy bonuses between skills (as they were in 3.x) are out. I do have synergies, but they work differently (for example, each rank in Perception increases your range increment for ranged weapons by 10%). I'll list all synergies when I have more time. Skill Focus is there, but it grants a competence bonus (+2 to 1 skill or +1 to 2 skills). All the specific +2/+2 feats are gone (well, not really gone, but altered dramatically; for instance, Alertness give you the ability to roll twice to notice sneaking opponents and take the greater of two values; Diligent gives you a +1 bonus on retried skill checks and +2 when you take 20; Improved Initiative switches your initiative with the next higher, and so on). All in all, the total skill bonuses (for characters who invest in skills) should be 5-15 points lower than in default 3.5. For instance, in my long-lasting 3.5 campaign, I had a rogue with an ungodly bonus to Hide and Move Silently: +23 (ranks) +3 (Skill Focus) +2 (Stealthy) +10 (Dex) +6 (equipment) +4 (size) +2 (luck) = +50 (unbuffed) Using the new system above, he could have (at most): +10 (base bonus) +10 (ranks) +2 (competence) +1 (inherent) +2 (equipment) +8 (Dex) = +33 (and he couldn't get more than +2 more from buffs). Still a very high bonus, but nevertheless more manageable. Dex is lower because you can't start with more than +4 in any attribute, there are no magic items that raise attributes, and there is a total of 4 attribute increases (by +1 effectively). Of course, that's assuming he'd put all attribute increases in Dex, which is unlikely. [/QUOTE]
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Sammael's 3.75: Skills
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