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Theories regaurding the change in rules of D&D.
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<blockquote data-quote="Irda Ranger" data-source="post: 3688336" data-attributes="member: 1003"><p>fuindordm & SHARK:</p><p></p><p>Thank you. This is an issue I have noticed before, and have drafted some house rules to address. The key rules are (1) backgrounds, and (2) a "skill learning" mechanic separate from level advancement. I think adopting these two rules, or ones like them, will address most of your concerns, while retaining the "feature completeness" of a 3e character sheet (which I think is a good thing to do).</p><p></p><p>A "Background" is what it says. It implies your education prior to adventuring. Functionally it means that you start with 2-3 Ranks in 3-5 Skills. This is an addition to any skills you have from being first level in your class. You cannot just take any skills you like, but must negotiate a "package" of skills that "makes sense" given the character history you write.</p><p></p><p>Some examples: </p><p></p><p>The "Noble Son" Fighter:</p><p>Literacy (1 skill point IMC for non-wizards)</p><p>Knowledge (Nobility & Heraldry) (3 Ranks)</p><p>Perform (Dancing, Lute) (2 Ranks)</p><p>Bluff (2 Ranks)</p><p>Diplomacy (3 Ranks)</p><p></p><p>The Sailor:</p><p>Professon (Sailor) (4 Ranks)</p><p>Rope Use (2 Ranks)</p><p>Surival: at sea (2 Ranks)</p><p>Gather Information (1 Rank)</p><p></p><p>The "Professional Soldier":</p><p>Knowledge (Military History) (3 Ranks)</p><p>Knowledge (Engineering) or Exotic Weapon Proficiency (Artillery) ---> (Note: how often have your PC's used a catapult during an adventure? Yeah, that's what I thought. A Feat you hardly ever use is not munchkin.)</p><p>Bluff & Sense Motive (1 Rank each) (For gambling, of course)</p><p>Profession (Soldier) (2 Ranks)</p><p>Craft (Amorsmithing) (2 Ranks) ---> (Note: this is enough to repair your kit, but not make something new from scratch)</p><p></p><p>=================</p><p></p><p></p><p>As for learning during "down time" between adventures, you may learn any skill by apprenticeship (if you have less than 5 Ranks) or self study (if you have 5 Ranks or more). You must practice every day for at least 4 hours (more than 4 does not help or hinder, as long as you get enough sleep) for a number of months equal to the rank you wish to achieve (1 months for the 1st Rank, 2 months to advance from Ranks 1 to 2; 3 months to advance from Rank 2 to 3; etc.).</p><p></p><p>Lastly, I can't recommend enough the concept of "Skill Groups" from Iron Heroes. Briefly, having access to a Skill Group (it's a class feature) means that when you level up you can increase your rank in a whole Group of class-relevant skills for 1 SP. By example, the Hunter class (an outdoorsy type) has access to the Wilderness Skill Group, which means 1 SP increases his rank in each of Survival, Use Rope, Handle Animal and Ride. Since spending 1 SP in this manner is a "no brainer", what this means in effect is that class-relevant skills "level up" along with BAB and HP, while your "discretionary" Skill Points are spent on the Skills which make your Hunter different from all other Hunters. Since the basics are already covered you're free to put Ranks in Perform or Bluff or Knowledge "just because" or "for roleplaying reasons" without gimping yourself in the process. It's very nice.</p></blockquote><p></p>
[QUOTE="Irda Ranger, post: 3688336, member: 1003"] fuindordm & SHARK: Thank you. This is an issue I have noticed before, and have drafted some house rules to address. The key rules are (1) backgrounds, and (2) a "skill learning" mechanic separate from level advancement. I think adopting these two rules, or ones like them, will address most of your concerns, while retaining the "feature completeness" of a 3e character sheet (which I think is a good thing to do). A "Background" is what it says. It implies your education prior to adventuring. Functionally it means that you start with 2-3 Ranks in 3-5 Skills. This is an addition to any skills you have from being first level in your class. You cannot just take any skills you like, but must negotiate a "package" of skills that "makes sense" given the character history you write. Some examples: The "Noble Son" Fighter: Literacy (1 skill point IMC for non-wizards) Knowledge (Nobility & Heraldry) (3 Ranks) Perform (Dancing, Lute) (2 Ranks) Bluff (2 Ranks) Diplomacy (3 Ranks) The Sailor: Professon (Sailor) (4 Ranks) Rope Use (2 Ranks) Surival: at sea (2 Ranks) Gather Information (1 Rank) The "Professional Soldier": Knowledge (Military History) (3 Ranks) Knowledge (Engineering) or Exotic Weapon Proficiency (Artillery) ---> (Note: how often have your PC's used a catapult during an adventure? Yeah, that's what I thought. A Feat you hardly ever use is not munchkin.) Bluff & Sense Motive (1 Rank each) (For gambling, of course) Profession (Soldier) (2 Ranks) Craft (Amorsmithing) (2 Ranks) ---> (Note: this is enough to repair your kit, but not make something new from scratch) ================= As for learning during "down time" between adventures, you may learn any skill by apprenticeship (if you have less than 5 Ranks) or self study (if you have 5 Ranks or more). You must practice every day for at least 4 hours (more than 4 does not help or hinder, as long as you get enough sleep) for a number of months equal to the rank you wish to achieve (1 months for the 1st Rank, 2 months to advance from Ranks 1 to 2; 3 months to advance from Rank 2 to 3; etc.). Lastly, I can't recommend enough the concept of "Skill Groups" from Iron Heroes. Briefly, having access to a Skill Group (it's a class feature) means that when you level up you can increase your rank in a whole Group of class-relevant skills for 1 SP. By example, the Hunter class (an outdoorsy type) has access to the Wilderness Skill Group, which means 1 SP increases his rank in each of Survival, Use Rope, Handle Animal and Ride. Since spending 1 SP in this manner is a "no brainer", what this means in effect is that class-relevant skills "level up" along with BAB and HP, while your "discretionary" Skill Points are spent on the Skills which make your Hunter different from all other Hunters. Since the basics are already covered you're free to put Ranks in Perform or Bluff or Knowledge "just because" or "for roleplaying reasons" without gimping yourself in the process. It's very nice. [/QUOTE]
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