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<blockquote data-quote="Denaes" data-source="post: 2403026" data-attributes="member: 33738"><p>The expert being skill based has Feats that they shouldn't have. That is true. Backstabbing & snatching arrows were Rogue and Monk abilities which is why they are there. I don't believe they should be in that category in the least. They're martial feats. They involve combat. They should be general (not likely) or Martial. </p><p></p><p>Switching combat (ie, non-skill/ related) feats over to martial would solve a lot of headaches in that regard and is the way I would personally acheive that balance. Just because a rogue which was mostly skill based had some martial abilities doesn't mean that they're skill based (any more than you can say any feat requires skill in training). </p><p></p><p>Well that or scrapping the Feat barrier and making them all general. That would mean you would only need to balance what it is to be an Expert vs what it is to be a Warrior vs Adept. </p><p></p><p>That would mean that each Role would have to have a progressionary bonus. Adepts would have to have a bonus to using spells while the other two Roles remained static in that respect. The Expert would either learn new skills or an increase in skill ranks above what the other two get. The warrior is already in his bonus with his highest Combat Bonus. </p><p></p><p>But like I said, that's the way I would do it... or two ways I would it. </p><p></p><p>That said, you do have a point with the Experts being more than Skill based. </p><p></p><p>How would you correct this? If you created another role, what would be the division/cut from Expert? How would Expert loose ability and what would it retain. How would this benefit our games (not how does the current system detract from our games). </p><p></p><p>I'm not trying to bait you or anything - I'd like to hear your ideas, how you would like to go about it and what you plan to get out of it. <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></blockquote><p></p>
[QUOTE="Denaes, post: 2403026, member: 33738"] The expert being skill based has Feats that they shouldn't have. That is true. Backstabbing & snatching arrows were Rogue and Monk abilities which is why they are there. I don't believe they should be in that category in the least. They're martial feats. They involve combat. They should be general (not likely) or Martial. Switching combat (ie, non-skill/ related) feats over to martial would solve a lot of headaches in that regard and is the way I would personally acheive that balance. Just because a rogue which was mostly skill based had some martial abilities doesn't mean that they're skill based (any more than you can say any feat requires skill in training). Well that or scrapping the Feat barrier and making them all general. That would mean you would only need to balance what it is to be an Expert vs what it is to be a Warrior vs Adept. That would mean that each Role would have to have a progressionary bonus. Adepts would have to have a bonus to using spells while the other two Roles remained static in that respect. The Expert would either learn new skills or an increase in skill ranks above what the other two get. The warrior is already in his bonus with his highest Combat Bonus. But like I said, that's the way I would do it... or two ways I would it. That said, you do have a point with the Experts being more than Skill based. How would you correct this? If you created another role, what would be the division/cut from Expert? How would Expert loose ability and what would it retain. How would this benefit our games (not how does the current system detract from our games). I'm not trying to bait you or anything - I'd like to hear your ideas, how you would like to go about it and what you plan to get out of it. :D [/QUOTE]
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