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General Tabletop Discussion
*Pathfinder & Starfinder
Skill fix with stat polarity addressed
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<blockquote data-quote="Sadrik" data-source="post: 4366543" data-attributes="member: 14506"><p>This tackles multiple problems that I have with the game and deals with them in a concise way.</p><p>Those problems are:</p><p>• Intelligence being too weak and an auto dump stat</p><p>• Stat polarity the disparity between STR/CON, DEX/INT, and WIS/CHA</p><p>• Skills with odd stats tied to them</p><p>• Endurance and Athletics merged so there is less overlap</p><p>• Perception and insight as true defenses</p><p></p><p>To implement these changes it should be extremely easy. Let me outline the changes so that each one can be viewed separately.</p><p>1. Skills are given two abilities, simply use the higher one. This creates a polarity but a skill polarity is far different from a stat polarity. </p><p>2. Stat polarity is a big problem in my opinion. Choosing whether your character is smart or quick is not a choice anyone should have to make. So this rule strips the defenses out of being an either or into just being attached to one ability. It also merges Insight into WILL and Makes Perception a new defense. Now, you can make active will and perception checks (as per the old perception and insight skills). This rule requires that the starting classes take into account the new status of perception so a new list of starting class defenses is drawn up.</p><p></p><p></p><p><strong>Strength</strong></p><p>Melee and Heavy Thrown Weapons attack and damage bonus</p><p>3 Skills: Acrobatics, Intimidate, Might</p><p><strong>Constitution</strong></p><p>Hit Points/Surges</p><p>Fortitude</p><p>1 Skill: Might</p><p><strong>Dexterity</strong></p><p>Ranged and Light Thrown Weapons attack and damage bonus</p><p>Reflexes</p><p>Initiative (active reflexes) subtract 10 from your reflexes and that is your initiative bonus</p><p>3 Skills: Acrobatics, Stealth, Thievery</p><p><strong>Intelligence</strong></p><p>9 Skills: Arcana, Bluff, Dungeoneering, Heal, History, Nature, Occult, Streetwise, Thievery</p><p><strong>Wisdom</strong></p><p>Perception</p><p>Search (active perception) subtract 10 from your perception and that is your search bonus</p><p>5 Skills: Diplomacy, Dungeoneering, Heal, Nature, Occult</p><p><strong>Charisma</strong></p><p>Will</p><p>Insight (active will) subtract 10 from your will and that is your insight bonus</p><p>7 Skills: Arcana, Bluff, Diplomacy, History, Intimidate, Stealth, Streetwise</p><p></p><p>[code][B]Skill Modifier Notes[/B]</p><p>Acrobatics STR/DEX </p><p>Arcana INT/CHA </p><p>Bluff INT/CHA </p><p>Diplomacy WIS/CHA </p><p>Dungeoneering INT/WIS </p><p>Heal INT/WIS </p><p>History INT/CHA </p><p>Intimidate STR/CHA </p><p>Might STR/CON Athletics and Endurance merged</p><p>Nature INT/WIS </p><p>Religion INT/WIS </p><p>Stealth DEX/CHA </p><p>Streetwise INT/CHA </p><p>Thievery DEX/INT [/code]</p><p></p><p>[code][B]Revised Class Defenses with Perception[/B]</p><p>Cleric +1 FORT, +2 WILL </p><p>Fighter +2 FORT, +1 PER </p><p>Paladin +1 FORT, +1 REF, +1 WILL </p><p>Ranger +1 FORT, +1 PER, +1 REF </p><p>Rogue +2 REF, +1 PER </p><p>Warlock +1 REF, +1 PER, +1 WILL </p><p>Warlord +1 FORT, +1 PER, +1 WILL </p><p>Wizard +1 REF, +2 WILL [/code]</p><p></p><p><strong>Number of skills per ability pairs</strong></p><p>STR/CON 1</p><p>STR/DEX 1</p><p>STR/CHA 1</p><p>DEX/INT 1 </p><p>DEX/CHA 1</p><p>INT/WIS 4</p><p>INT/CHA 4 </p><p>WIS/CHA 1</p></blockquote><p></p>
[QUOTE="Sadrik, post: 4366543, member: 14506"] This tackles multiple problems that I have with the game and deals with them in a concise way. Those problems are: • Intelligence being too weak and an auto dump stat • Stat polarity the disparity between STR/CON, DEX/INT, and WIS/CHA • Skills with odd stats tied to them • Endurance and Athletics merged so there is less overlap • Perception and insight as true defenses To implement these changes it should be extremely easy. Let me outline the changes so that each one can be viewed separately. 1. Skills are given two abilities, simply use the higher one. This creates a polarity but a skill polarity is far different from a stat polarity. 2. Stat polarity is a big problem in my opinion. Choosing whether your character is smart or quick is not a choice anyone should have to make. So this rule strips the defenses out of being an either or into just being attached to one ability. It also merges Insight into WILL and Makes Perception a new defense. Now, you can make active will and perception checks (as per the old perception and insight skills). This rule requires that the starting classes take into account the new status of perception so a new list of starting class defenses is drawn up. [B]Strength[/B] Melee and Heavy Thrown Weapons attack and damage bonus 3 Skills: Acrobatics, Intimidate, Might [B]Constitution[/B] Hit Points/Surges Fortitude 1 Skill: Might [B]Dexterity[/B] Ranged and Light Thrown Weapons attack and damage bonus Reflexes Initiative (active reflexes) subtract 10 from your reflexes and that is your initiative bonus 3 Skills: Acrobatics, Stealth, Thievery [B]Intelligence[/B] 9 Skills: Arcana, Bluff, Dungeoneering, Heal, History, Nature, Occult, Streetwise, Thievery [B]Wisdom[/B] Perception Search (active perception) subtract 10 from your perception and that is your search bonus 5 Skills: Diplomacy, Dungeoneering, Heal, Nature, Occult [B]Charisma[/B] Will Insight (active will) subtract 10 from your will and that is your insight bonus 7 Skills: Arcana, Bluff, Diplomacy, History, Intimidate, Stealth, Streetwise [code][B]Skill Modifier Notes[/B] Acrobatics STR/DEX Arcana INT/CHA Bluff INT/CHA Diplomacy WIS/CHA Dungeoneering INT/WIS Heal INT/WIS History INT/CHA Intimidate STR/CHA Might STR/CON Athletics and Endurance merged Nature INT/WIS Religion INT/WIS Stealth DEX/CHA Streetwise INT/CHA Thievery DEX/INT [/code] [code][B]Revised Class Defenses with Perception[/B] Cleric +1 FORT, +2 WILL Fighter +2 FORT, +1 PER Paladin +1 FORT, +1 REF, +1 WILL Ranger +1 FORT, +1 PER, +1 REF Rogue +2 REF, +1 PER Warlock +1 REF, +1 PER, +1 WILL Warlord +1 FORT, +1 PER, +1 WILL Wizard +1 REF, +2 WILL [/code] [B]Number of skills per ability pairs[/B] STR/CON 1 STR/DEX 1 STR/CHA 1 DEX/INT 1 DEX/CHA 1 INT/WIS 4 INT/CHA 4 WIS/CHA 1 [/QUOTE]
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