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<blockquote data-quote="Cyvris" data-source="post: 7207917" data-attributes="member: 81262"><p>SWTOR's answer to class talents was to break them up into four levels (Skillful, Masterful, Heroic, and Legendary), each with six talents in them. You get eight points while leveling to put into them, but need to place two points into a level before you unlock the one above it. I copied the idea but with only three levels (I want to expand it a bit, my games have yet to go past heroic and I think adding a fourth would be good). Right now I have Novice/Adept/Master, following a similar "distribute points" idea. I included both old class feats in this and some new options I created. Balance is...who knows and I don't care too much, my players have fun. </p><p></p><p>Couple of examples of "Novice" features. </p><p></p><p><span style="font-size: 15px"><strong>Barbarian</strong></span></p><p><span style="font-size: 15px"></span><em>Novice Class Features</em></p><p><em></em><strong>Brutal Swing</strong>-When you make are wielding a two-handed weapon reroll any weapon damage die that displays a 1 when making melee attacks. </p><p><strong>Endure Pain</strong>-While you are wearing no armor or Cloth armor, you can add your Constitution modifier to your AC.</p><p>Hurl Weapon-You can use any one-handed weapon as a heavy thrown weapon with a range of 5 squares and a long range of 10 squares. </p><p><strong>Improved Feral Might</strong>- Your Feral Might ability gains the following benefit. </p><p>*Rageblood Vigor-You gain 5 additional temporary hit points from your Rageblood Vigor</p><p>*Thaneborn Triumph-When you use Roar of Triumph it becomes a close burst 5 + your Charisma modifier, and you gain a +2 power bonus to weapon damage rolls until the end of your next turn.</p><p>*Thunderborn Wrath-the damage dealt by Thunderborn Wrath increases by 5.</p><p>*Whirling Slayer-When you use Whirling Slayer to shift, you can shift number of squares equal to your Dexterity modifier, instead of 2 squares. </p><p><strong>Rising Fury</strong>-When you reduce an enemy to 0 hit points, you gain a +2 feat bonus to weapon damage rolls until the end of your next turn. </p><p></p><p><span style="font-size: 15px"><strong>Bard</strong></span></p><p><strong>Bard of All Trades</strong>-You can two Boost die to all untrained skill checks. This does not stack with your Skill versatility feature.</p><p><strong>Battle Cadence</strong>-When you use Majestic Word, the target gains a +2 bonus to the next damage roll he or she makes before the end of their next turn. </p><p><strong>Improved Bardic Virtue</strong>- Your Bardic Virtue gains the following benefit.</p><p>*Advantage of Cunning-When you slide an ally with your Virtue of Cunning, you can also slide an enemy that was adjacent to that ally into the square your ally vacated. </p><p>*Virtue of Prescience-When you use your Virtue of Prescience to grant a power bonus to any ally, that bonus lasts until the end of the ally’s next turn.</p><p>*Virtue of Valor-When you grant an ally temporary hit points with your Virtue of Valor, that ally gains a +2 bonus to the next damage roll they make. </p><p><strong>Improved Majestic Word</strong>-When you use Majestic word, the target of the power gains temporary hit points equal to your Charisma modifier. </p><p><strong>Wild Virtue</strong>-Each time you use your Bardic Virtue, you can shift 1 square as a free action.</p><p></p><p><span style="font-size: 15px"><strong>Druid</strong></span></p><p><strong>Agile Form</strong>-When you use Wild Shape to change from your humanoid form to beast form, you shift 1 square. </p><p><strong>Nature’s Cycle</strong>-You tap into the primal cycle of the world to empower yourself. </p><p>*Primal Guardian-While you are in beast form and not wearing heavy armor, when you take damage from a melee or ranged attack, the damage is reduced by your Constitution modifier. </p><p>*Primal Predator- When you are in beast form and an enemy grants you combat advantage, your melee attacks deal 1d10 extra damage against that enemy. </p><p>*Primal Wrath-When you hit an enemy with a Primal Evocation that has the Cold, Fire, Lightning, or Thunder keywords, one enemy in 5 squares of the target takes damage of the same type equal to your Wisdom modifier.</p><p><strong>Primal Defenses</strong>-You manifest the power of your Primal Aspect to increase your defense. </p><p>*Primal Guardian-While in beast form, you gain a +2 bonus to AC.</p><p>*Primal Predator-While in beast form, you gain a +3 bonus to AC after moving at least 3 squares on your turn. </p><p>*Primal Wrath-After hitting with an Evocation that benefits from your Primal Wrath feature, enemies consider all squares adjacent to you difficult terrain. </p><p><strong>Shifting Growth</strong>-Once per turn, as a move action, you can move the zone created by Nature’s Growth up to four squares. </p><p><strong>World Serpent’s Grasp</strong>-The next attack made against a target that you slowed or immobilized before the end of your next turn knocks the target prone. </p><p></p><p></p><p>The Swarm Druid no longer exists under my rework and all Druid's can now cast the Protector's "Nature's Growth" power. Indeed, I made similar powers for every Controller (Wizards get a small wall, Psions got a "gravity well" that pulls targets to a point/reduces speed by Int-mod) because an encounter sustainable zone <em>really</em> felt right to me as a way to give Controllers a clear <em>thing </em>to do. </p><p></p><p></p><p>I did keep some feats (about 30), but they are either more general or been beefed up a bit so they sort of resemble 5e's Feat set up, though they don't compete with ASIs. Sometime in the future I might post my whole overhaul, though probably only "lists" of the powers since I don't know how "legal" it is to post the powers themselves.</p></blockquote><p></p>
[QUOTE="Cyvris, post: 7207917, member: 81262"] SWTOR's answer to class talents was to break them up into four levels (Skillful, Masterful, Heroic, and Legendary), each with six talents in them. You get eight points while leveling to put into them, but need to place two points into a level before you unlock the one above it. I copied the idea but with only three levels (I want to expand it a bit, my games have yet to go past heroic and I think adding a fourth would be good). Right now I have Novice/Adept/Master, following a similar "distribute points" idea. I included both old class feats in this and some new options I created. Balance is...who knows and I don't care too much, my players have fun. Couple of examples of "Novice" features. [SIZE=4][B]Barbarian[/B] [/SIZE][I]Novice Class Features [/I][B]Brutal Swing[/B]-When you make are wielding a two-handed weapon reroll any weapon damage die that displays a 1 when making melee attacks. [B]Endure Pain[/B]-While you are wearing no armor or Cloth armor, you can add your Constitution modifier to your AC. Hurl Weapon-You can use any one-handed weapon as a heavy thrown weapon with a range of 5 squares and a long range of 10 squares. [B]Improved Feral Might[/B]- Your Feral Might ability gains the following benefit. *Rageblood Vigor-You gain 5 additional temporary hit points from your Rageblood Vigor *Thaneborn Triumph-When you use Roar of Triumph it becomes a close burst 5 + your Charisma modifier, and you gain a +2 power bonus to weapon damage rolls until the end of your next turn. *Thunderborn Wrath-the damage dealt by Thunderborn Wrath increases by 5. *Whirling Slayer-When you use Whirling Slayer to shift, you can shift number of squares equal to your Dexterity modifier, instead of 2 squares. [B]Rising Fury[/B]-When you reduce an enemy to 0 hit points, you gain a +2 feat bonus to weapon damage rolls until the end of your next turn. [SIZE=4][B]Bard[/B][/SIZE] [B]Bard of All Trades[/B]-You can two Boost die to all untrained skill checks. This does not stack with your Skill versatility feature. [B]Battle Cadence[/B]-When you use Majestic Word, the target gains a +2 bonus to the next damage roll he or she makes before the end of their next turn. [B]Improved Bardic Virtue[/B]- Your Bardic Virtue gains the following benefit. *Advantage of Cunning-When you slide an ally with your Virtue of Cunning, you can also slide an enemy that was adjacent to that ally into the square your ally vacated. *Virtue of Prescience-When you use your Virtue of Prescience to grant a power bonus to any ally, that bonus lasts until the end of the ally’s next turn. *Virtue of Valor-When you grant an ally temporary hit points with your Virtue of Valor, that ally gains a +2 bonus to the next damage roll they make. [B]Improved Majestic Word[/B]-When you use Majestic word, the target of the power gains temporary hit points equal to your Charisma modifier. [B]Wild Virtue[/B]-Each time you use your Bardic Virtue, you can shift 1 square as a free action. [SIZE=4][B]Druid[/B][/SIZE] [B]Agile Form[/B]-When you use Wild Shape to change from your humanoid form to beast form, you shift 1 square. [B]Nature’s Cycle[/B]-You tap into the primal cycle of the world to empower yourself. *Primal Guardian-While you are in beast form and not wearing heavy armor, when you take damage from a melee or ranged attack, the damage is reduced by your Constitution modifier. *Primal Predator- When you are in beast form and an enemy grants you combat advantage, your melee attacks deal 1d10 extra damage against that enemy. *Primal Wrath-When you hit an enemy with a Primal Evocation that has the Cold, Fire, Lightning, or Thunder keywords, one enemy in 5 squares of the target takes damage of the same type equal to your Wisdom modifier. [B]Primal Defenses[/B]-You manifest the power of your Primal Aspect to increase your defense. *Primal Guardian-While in beast form, you gain a +2 bonus to AC. *Primal Predator-While in beast form, you gain a +3 bonus to AC after moving at least 3 squares on your turn. *Primal Wrath-After hitting with an Evocation that benefits from your Primal Wrath feature, enemies consider all squares adjacent to you difficult terrain. [B]Shifting Growth[/B]-Once per turn, as a move action, you can move the zone created by Nature’s Growth up to four squares. [B]World Serpent’s Grasp[/B]-The next attack made against a target that you slowed or immobilized before the end of your next turn knocks the target prone. The Swarm Druid no longer exists under my rework and all Druid's can now cast the Protector's "Nature's Growth" power. Indeed, I made similar powers for every Controller (Wizards get a small wall, Psions got a "gravity well" that pulls targets to a point/reduces speed by Int-mod) because an encounter sustainable zone [I]really[/I] felt right to me as a way to give Controllers a clear [I]thing [/I]to do. I did keep some feats (about 30), but they are either more general or been beefed up a bit so they sort of resemble 5e's Feat set up, though they don't compete with ASIs. Sometime in the future I might post my whole overhaul, though probably only "lists" of the powers since I don't know how "legal" it is to post the powers themselves. [/QUOTE]
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