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Skills as Feats
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<blockquote data-quote="erf_beto" data-source="post: 3255713" data-attributes="member: 47533"><p>Oh my, it seems I finally found what I've been looking for. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p>I've been trying to come up with a similar aproach to skills, but you got there faster.</p><p></p><p>It will be a lot faster - and easier! - to play with these rules. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p>Great job!</p><p></p><p>Now, for my 2 cents... </p><p></p><p>The 'new' skills (stealth, perception, disable device) are good. I've been doing that in my game too. But [asking myself 'do i really care?'] where is 'profession'? Is 'lore' the same as 'Knowledge'? They remain a number of separate skills, like perform and craft, I assume.</p><p></p><p>Also, synergies still work, right? As long as you have 5 'imaginary ranks' (at character level 2 with mastery, or 7 with trained)? To make things more simple, you could get rid of it too, depending on your game. The same might apply to your banned feats (skill focus and such) - if a group is willing to go for it, I still don't see a reason why, mechanicaly, they won't work. (i'm assuming you just don't want to keep track of these modifiers)</p><p></p><p>The ability feats look great, having them tied to ability scores makes raising them a lot more fun ("Dex 17 or Wis 14? Dodge or Wis modifier +2?"). But, you're already giving out a lot of feats (1 feat every odd level), don't you think a 1st level character would get too many feats, just by having an 18 ability score? I know those are kinda of sucky feats you mentioned, but he already got a +4 modifier with that 18... still not enough? Is it balanced or should we put a cap on maximun number of ability feats you get at 1st level?</p><p></p><p>Still on that subject - though a bit away from the skills -, how does Improved Hit Die work? Spring Attack lets you move your speed both before and after an attack, effectively geting a double move and an attack? (like charge-in-the-middle? <img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" /> ). Anyway, I digress...</p><p></p><p>Finally, as a suggestion, I'd rule that classes that grant a bonus feat (like fighter feats, or wizard's metamagics) could instead take a skill feat for the class that granted the feat. </p><p></p><p>Not much to add, really. I really loved it. Great job!</p><p>Can't wait to see a finished version, SRD compliant <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="erf_beto, post: 3255713, member: 47533"] Oh my, it seems I finally found what I've been looking for. :D I've been trying to come up with a similar aproach to skills, but you got there faster. It will be a lot faster - and easier! - to play with these rules. :) Great job! Now, for my 2 cents... The 'new' skills (stealth, perception, disable device) are good. I've been doing that in my game too. But [asking myself 'do i really care?'] where is 'profession'? Is 'lore' the same as 'Knowledge'? They remain a number of separate skills, like perform and craft, I assume. Also, synergies still work, right? As long as you have 5 'imaginary ranks' (at character level 2 with mastery, or 7 with trained)? To make things more simple, you could get rid of it too, depending on your game. The same might apply to your banned feats (skill focus and such) - if a group is willing to go for it, I still don't see a reason why, mechanicaly, they won't work. (i'm assuming you just don't want to keep track of these modifiers) The ability feats look great, having them tied to ability scores makes raising them a lot more fun ("Dex 17 or Wis 14? Dodge or Wis modifier +2?"). But, you're already giving out a lot of feats (1 feat every odd level), don't you think a 1st level character would get too many feats, just by having an 18 ability score? I know those are kinda of sucky feats you mentioned, but he already got a +4 modifier with that 18... still not enough? Is it balanced or should we put a cap on maximun number of ability feats you get at 1st level? Still on that subject - though a bit away from the skills -, how does Improved Hit Die work? Spring Attack lets you move your speed both before and after an attack, effectively geting a double move and an attack? (like charge-in-the-middle? :uhoh: ). Anyway, I digress... Finally, as a suggestion, I'd rule that classes that grant a bonus feat (like fighter feats, or wizard's metamagics) could instead take a skill feat for the class that granted the feat. Not much to add, really. I really loved it. Great job! Can't wait to see a finished version, SRD compliant ;) [/QUOTE]
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