Skill-based attacks.


log in or register to remove this ad

It was just a thought I wanted to get some feedback on.

I thought about maybe writing something up to see how it would work. I'm not sure I'd sell it though.
 

then like me design it for yourself and then you'll be happy...if someone else likes it then :)

but yer feedback is good to get...it is hard to get sometimes though when you are building a completely new system...
 

Yeah, me to the list of of those that feel if you start messing with attacks and skills, you are opening up a whole can of worms. You are better off either a) redoing everything or b) checking out something like MnM or Buy the Numbers.
 

Aussiegamer said:
if you add weapons skills don't forget to even out the combat with armour skills as well...
That assume you also want to do away with class defense bonus progression.

Keep in mind, that at the present, combat and defense skills will either progress as a class skill (i.e., character level + 3) or cross-class skill (half the previous equation), so there is no equivalent of a cleric's BAB or median-type progression.
 

true

if you remove BAB for a skill

then you remove def bonus for a skill

I dumped that bonus 1st up....and got rid of cross class as well. restrictive idea..
 

Aussiegamer said:
true

if you remove BAB for a skill

then you remove def bonus for a skill

I dumped that bonus 1st up....and got rid of cross class as well. restrictive idea..
Then your scientist-type character can equally operate the same kind of military-grade weapons as your soldier-type character, if both max out the same combat skill offered to both of them.
 

you can use class abilites and feats to have that set that the mil type is better at weapons than the scientist.

cross class skills are old school thought to force characters to go down that path set, be it as a fighter or rogue or such. Opening up the skills allows for a greater mix of character types, a sneaky strong makes a good scout type, charismatic combat leader by using class and skills and feats....
 

Aussiegamer said:
you can use class abilites and feats to have that set that the mil type is better at weapons than the scientist.
And how would that game mechanic work? Do you give them a numerical bonus or do you give scientist a numerical nonproficiency penalty? Either way, a scientist-type character wouldn't feel the need to max rank in combat skill if they're not relatively equal to the soldiers who have the same max rank.


Aussiegamer said:
cross class skills are old school thought to force characters to go down that path set, be it as a fighter or rogue or such.
I dunno. I happen to be a fan of "hobby" skills.
 

no you don't penalise you reward..A scientist is going to want to get certian feats and a mil guy others..thus they grow.


So your saying that a scientist could not learn, notice I said learn as that implies skill, a weapon as well as a mil guy? Of course he can go shooting deer or out on a range or even in combat...

We are talking my system here so....

the mil guy will likely hit the target more often in combat. and that allows you to increase that skill..a miss does not.

I give the characters free skills per level, but they have to have success with those skills to increase those skills, and as the ranks get higher it becomes harder requiring more success.

I grant xp for skills over defeating a creature etc, you do get some but not much.

The same goes for armour skills a successful miss, I don't have a take 10 def for AC, grants improvement in the skill.

Skills are limited by level as per modern but I also have 2 specialised skills that are picked during starting occ that can be +5.

more flexiablity to design your PC over the hard and fast classes of modern or D&D...
 

Pets & Sidekicks

Remove ads

Top