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Sammael's 3.75: Skills
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<blockquote data-quote="Sammael" data-source="post: 5012629" data-attributes="member: 4475"><p>To address a few issues:</p><p></p><p>1. All characters, regardless of class, now receive (effectively) 6+Int skill points at every odd level (but they may not increase any skill by more than 1 rank). This was done <em>mainly</em> to fix multiclassing issues, but also to address the fact that some classes, like the Fighter, had too little stuff to do outside of combat. If the fighter purchases all 3 combat skills (Brawl, Marksmanship, Melee) as well as Endurance (which replaces Fort), he is left with 2+Int skill points, as before. But really, I don't think any fighter should purchase all four all the time.</p><p></p><p>2. Here are the class affiliated skill lists:</p><p></p><p></p><ul> <li data-xf-list-type="ul"> <strong>Bard:</strong> Acrobatics, Arcana, Crafting, Deception, Deftness, Expression, Heraldry, Insight, Linguistics, Perception, Persuasion, Resolve, Streetwise, Theology</li> <li data-xf-list-type="ul"><strong>Champion:</strong> Athletics, Crafting, Endurance, Healing, Heraldry, Insight, Intimidation, Melee, Persuasion, Resolve, Theology, Warcraft</li> <li data-xf-list-type="ul"><strong>Cleric:</strong> Crafting, Healing, Heraldry, Insight, Netherlore, Persuasion, Resolve, Theology, plus two deity-appropriate skills</li> <li data-xf-list-type="ul"><strong>Druid</strong>: Brawl, Crafting, Delving, Earthlore, Endurance, Healing, Perception, Resolve, Survival, Theology</li> <li data-xf-list-type="ul"><strong>Fighter</strong>: Athletics, Brawl, Crafting, Endurance, Healing, Intimidation, Marksmanship, Melee, Survival, Warcraft</li> <li data-xf-list-type="ul"><strong>Mage</strong>: Arcana, Crafting, Earthlore, Heraldry, Linguistics, Netherlore, Resolve, Theology, Tinkering, plus one specialization-related skill</li> <li data-xf-list-type="ul"><strong>Ranger:</strong> Acrobatics, Athletics, Brawl, Crafting, Delving, Earthlore, Endurance, Healing, Marksmanship, Melee, Perception, Survival, Stealth</li> <li data-xf-list-type="ul"><strong>Rogue</strong>: Acrobatics, Athletics, Crafting, Deception, Deftness, Delving, Insight, Intimidation, Linguistics, Perception, Persuasion, Stealth, Streetwise, Tinkering</li> </ul><p>3. I strongly disagree with the premise that BAB, saves, and HP make a class. I think the class abilities are what makes the class, and I have redesigned all classes to reinforce that fact. All classes now gain unique abilities a lot more frequently than before, and the spectrum of those abilities is a lot wider than before. Of course, without seeing my classes, you have no way of knowing how they work (there will be a separate thread for that), but I'll try to recap them briefly here:</p><p></p><ul> <li data-xf-list-type="ul"><strong>Bard</strong> gets spellsongs (3 tiers, usable at will), a warlock-like sonic blast power, and various sonic and lore-based abilities.</li> <li data-xf-list-type="ul"><strong>Champion</strong> gets pledges (4 tiers, one or more active at the time, basically various ways to boost his weapon), smite, and auras.</li> <li data-xf-list-type="ul"><strong>Cleric</strong> gets prayers specific to deity (5 domains, 2 prayers per tier per domain, 10 tiers), divine channelings (ability to convert prepared prayers into specific effects), resistance to all forms of damage, and bonuses to attack with deity's favored weapon. He loses medium/heavy armor proficiencies and his HD is reduced.</li> <li data-xf-list-type="ul"><strong>Druid </strong>gets wild shape from level 1 (but greatly reduced in power), invocations (10 tiers, limited knowledge, spontaneous casting), and animal companion.</li> <li data-xf-list-type="ul"><strong>Fighter</strong> gets fighting style, maneuvers (former fighter feats, now exclusive* to fighter), ability to craft trophies, and various minor abilities. This is the <u>only</u> class proficient with all weapons and armor.</li> <li data-xf-list-type="ul"><strong>Mage</strong> gets spells (10 tiers, unlimited knowledge, limited preparation, but can cast any combination of prepared spells per day; spells are somewhat reduced in power), metamagic, ability to combine slots, and signature spells.</li> <li data-xf-list-type="ul"><strong>Ranger</strong> gets exploits (various movement-based attack abilities), skirmish, animal companion, and monster slayer abilities based on type of monsters defeated.</li> <li data-xf-list-type="ul"><strong>Rogue</strong> gets tricks (former rogue special abilities, and many more), sneak attack, and bonus skill-related feats (allowing him to gain more affiliated skills, gain a sudden skill boost, etc).</li> </ul><p></p><p>*All class abilities are exclusive until level 6, when all characters gain the ability to pick up a limited amount of abilities outside of class through feats ("multiclassing lite"). Of course, multiclassing still allows you to mix'n'match from level 2, as before.</p><p></p><p>So, what happens if a rogue picks up Skill Affinity (Melee)? Yes, he becomes better at hitting people (at the cost of some other skill), but he doesn't get the fighter's maneuvers, champion's pledge's, or ranger's exploits. So, rogue + Melee = brigand. Similarly, a fighter who picks up Arcana will gain a few cantrips (1 per rank), but that hardly makes him a mage. Fighter who takes Acrobatics instead of Endurance? Swashbuckler. And so on, and so forth. The number of classes is limited, but the possibilities are endless.</p><p></p><p>I do have 2 playtest campaigns and I'm making some changes as we go, but I feel that the skill system is the most solid framework I've developed and I don't think I'm going to change it any time soon...</p></blockquote><p></p>
[QUOTE="Sammael, post: 5012629, member: 4475"] To address a few issues: 1. All characters, regardless of class, now receive (effectively) 6+Int skill points at every odd level (but they may not increase any skill by more than 1 rank). This was done [I]mainly[/I] to fix multiclassing issues, but also to address the fact that some classes, like the Fighter, had too little stuff to do outside of combat. If the fighter purchases all 3 combat skills (Brawl, Marksmanship, Melee) as well as Endurance (which replaces Fort), he is left with 2+Int skill points, as before. But really, I don't think any fighter should purchase all four all the time. 2. Here are the class affiliated skill lists: [LIST] [*] [B]Bard:[/B] Acrobatics, Arcana, Crafting, Deception, Deftness, Expression, Heraldry, Insight, Linguistics, Perception, Persuasion, Resolve, Streetwise, Theology [*][B]Champion:[/B] Athletics, Crafting, Endurance, Healing, Heraldry, Insight, Intimidation, Melee, Persuasion, Resolve, Theology, Warcraft [*][B]Cleric:[/B] Crafting, Healing, Heraldry, Insight, Netherlore, Persuasion, Resolve, Theology, plus two deity-appropriate skills [*][B]Druid[/B]: Brawl, Crafting, Delving, Earthlore, Endurance, Healing, Perception, Resolve, Survival, Theology [*][B]Fighter[/B]: Athletics, Brawl, Crafting, Endurance, Healing, Intimidation, Marksmanship, Melee, Survival, Warcraft [*][B]Mage[/B]: Arcana, Crafting, Earthlore, Heraldry, Linguistics, Netherlore, Resolve, Theology, Tinkering, plus one specialization-related skill [*][B]Ranger:[/B] Acrobatics, Athletics, Brawl, Crafting, Delving, Earthlore, Endurance, Healing, Marksmanship, Melee, Perception, Survival, Stealth [*][B]Rogue[/B]: Acrobatics, Athletics, Crafting, Deception, Deftness, Delving, Insight, Intimidation, Linguistics, Perception, Persuasion, Stealth, Streetwise, Tinkering [/LIST] 3. I strongly disagree with the premise that BAB, saves, and HP make a class. I think the class abilities are what makes the class, and I have redesigned all classes to reinforce that fact. All classes now gain unique abilities a lot more frequently than before, and the spectrum of those abilities is a lot wider than before. Of course, without seeing my classes, you have no way of knowing how they work (there will be a separate thread for that), but I'll try to recap them briefly here: [LIST] [*][B]Bard[/B] gets spellsongs (3 tiers, usable at will), a warlock-like sonic blast power, and various sonic and lore-based abilities. [*][B]Champion[/B] gets pledges (4 tiers, one or more active at the time, basically various ways to boost his weapon), smite, and auras. [*][B]Cleric[/B] gets prayers specific to deity (5 domains, 2 prayers per tier per domain, 10 tiers), divine channelings (ability to convert prepared prayers into specific effects), resistance to all forms of damage, and bonuses to attack with deity's favored weapon. He loses medium/heavy armor proficiencies and his HD is reduced. [*][B]Druid [/B]gets wild shape from level 1 (but greatly reduced in power), invocations (10 tiers, limited knowledge, spontaneous casting), and animal companion. [*][B]Fighter[/B] gets fighting style, maneuvers (former fighter feats, now exclusive* to fighter), ability to craft trophies, and various minor abilities. This is the [U]only[/U] class proficient with all weapons and armor. [*][B]Mage[/B] gets spells (10 tiers, unlimited knowledge, limited preparation, but can cast any combination of prepared spells per day; spells are somewhat reduced in power), metamagic, ability to combine slots, and signature spells. [*][B]Ranger[/B] gets exploits (various movement-based attack abilities), skirmish, animal companion, and monster slayer abilities based on type of monsters defeated. [*][B]Rogue[/B] gets tricks (former rogue special abilities, and many more), sneak attack, and bonus skill-related feats (allowing him to gain more affiliated skills, gain a sudden skill boost, etc). [/LIST] *All class abilities are exclusive until level 6, when all characters gain the ability to pick up a limited amount of abilities outside of class through feats ("multiclassing lite"). Of course, multiclassing still allows you to mix'n'match from level 2, as before. So, what happens if a rogue picks up Skill Affinity (Melee)? Yes, he becomes better at hitting people (at the cost of some other skill), but he doesn't get the fighter's maneuvers, champion's pledge's, or ranger's exploits. So, rogue + Melee = brigand. Similarly, a fighter who picks up Arcana will gain a few cantrips (1 per rank), but that hardly makes him a mage. Fighter who takes Acrobatics instead of Endurance? Swashbuckler. And so on, and so forth. The number of classes is limited, but the possibilities are endless. I do have 2 playtest campaigns and I'm making some changes as we go, but I feel that the skill system is the most solid framework I've developed and I don't think I'm going to change it any time soon... [/QUOTE]
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