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General Tabletop Discussion
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Unified Weapon and Skill System
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<blockquote data-quote="Jeff Carlsen" data-source="post: 6022597" data-attributes="member: 61749"><p>Here is a rough description of how skills could work:</p><p> </p><p> <p style="margin-left: 20px"><strong>Skill Ranks:</strong> Skills have three ranks: proficiency, expertise, and mastery. Each rank grants a +2 bonus on attacks and ability checks to which that skill applies.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Gaining Skills:</strong> Your class or background grants you proficiency in a certain number of skills. Usually, a class will grant you weapon skills, while a background will usually grant you three non-weapon skills.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Improving Skills: </strong>At every even level, you may choose to gain proficiency in any new skill or gain expertise in a skill with which you are proficient. Starting at 8th level, you may instead choose to gain mastery in a skill in which you are both an expert and which was granted to you by your class or background. Your class may give you additional options for skill improvement.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Weapon Skills:</strong> Weapon skills are based on weapon groups, and include Axes, Bows, Maces, Magic, Spears, Swords, Unarmed, and so on. </p> <p style="margin-left: 20px"></p><p></p><p></p><p></p><p></p><p> <strong>Why do it like this?</strong></p><p> </p><p> It's always bothered me that weapons and skills use different subsystems to represent training. This presents a unified mechanic for all forms of skill. The tiered ranks are simple, give context to the bonuses they provide, and provide substantive choices to players when gaining levels.</p><p> </p><p> This system also addresses the current playtest's lackluster system of skill improvement. It allows expansion of your skillset while reinforcing backgrounds at higher levels.</p><p> </p><p> Ultimately, I would like backgrounds to also provide a list of traits, allowing players to choose between taking a new trait or improving a skill.</p></blockquote><p></p>
[QUOTE="Jeff Carlsen, post: 6022597, member: 61749"] Here is a rough description of how skills could work: [INDENT][B]Skill Ranks:[/B] Skills have three ranks: proficiency, expertise, and mastery. Each rank grants a +2 bonus on attacks and ability checks to which that skill applies. [B]Gaining Skills:[/B] Your class or background grants you proficiency in a certain number of skills. Usually, a class will grant you weapon skills, while a background will usually grant you three non-weapon skills. [B]Improving Skills: [/B]At every even level, you may choose to gain proficiency in any new skill or gain expertise in a skill with which you are proficient. Starting at 8th level, you may instead choose to gain mastery in a skill in which you are both an expert and which was granted to you by your class or background. Your class may give you additional options for skill improvement. [B]Weapon Skills:[/B] Weapon skills are based on weapon groups, and include Axes, Bows, Maces, Magic, Spears, Swords, Unarmed, and so on. [/INDENT] [B]Why do it like this?[/B] It's always bothered me that weapons and skills use different subsystems to represent training. This presents a unified mechanic for all forms of skill. The tiered ranks are simple, give context to the bonuses they provide, and provide substantive choices to players when gaining levels. This system also addresses the current playtest's lackluster system of skill improvement. It allows expansion of your skillset while reinforcing backgrounds at higher levels. Ultimately, I would like backgrounds to also provide a list of traits, allowing players to choose between taking a new trait or improving a skill. [/QUOTE]
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