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<blockquote data-quote="DEFCON 1" data-source="post: 5918539" data-attributes="member: 7006"><p>I wouldn't see schemes as being able to be "reworked"... they are assigned to the group of abilities that they go with. That's the category they are a part of. Slow Fall is a part of the acrobatic/burglar abilities, along with things like climbing sheer surfaces, running across balance beams, tumbling and uncanny dodging. A player can't decide that Slow Fall is now a Charlatan scheme any more than a player can decide that Animate Dead is now an Illusionist spell.</p><p></p><p>But what schemes do is take all of the class abilities and Trained skills that only specific classes could do... and put them into one big "non-combat" pot... and then divide them up into piles that make sense together. And then... all the classes who might use specific ones would just get assigned the specific scheme, rather than having to re-write the same abilities over several classes as they used to do.</p><p></p><p>Rangers and Druids both can walk without making tracks, and can find/scavenge for food. Instead of putting these abilities individually into each of their "class features", they instead get assigned to the Scout scheme, of which the Ranger and Druid both get access to as class features (along with the Rogue). Monks gain all the Acrobat/Burglar scheme as class features along with the rogue. The Bard gets the Charlatan scheme as class features along with the rogue.</p><p></p><p>Schemes are simply a way of categorizing the non-combat features that classes get, the same way Charge, Bull Rush, Grapple, and Disarm are the combat features that classes get (under the Maneuver or Exploit name).</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 5918539, member: 7006"] I wouldn't see schemes as being able to be "reworked"... they are assigned to the group of abilities that they go with. That's the category they are a part of. Slow Fall is a part of the acrobatic/burglar abilities, along with things like climbing sheer surfaces, running across balance beams, tumbling and uncanny dodging. A player can't decide that Slow Fall is now a Charlatan scheme any more than a player can decide that Animate Dead is now an Illusionist spell. But what schemes do is take all of the class abilities and Trained skills that only specific classes could do... and put them into one big "non-combat" pot... and then divide them up into piles that make sense together. And then... all the classes who might use specific ones would just get assigned the specific scheme, rather than having to re-write the same abilities over several classes as they used to do. Rangers and Druids both can walk without making tracks, and can find/scavenge for food. Instead of putting these abilities individually into each of their "class features", they instead get assigned to the Scout scheme, of which the Ranger and Druid both get access to as class features (along with the Rogue). Monks gain all the Acrobat/Burglar scheme as class features along with the rogue. The Bard gets the Charlatan scheme as class features along with the rogue. Schemes are simply a way of categorizing the non-combat features that classes get, the same way Charge, Bull Rush, Grapple, and Disarm are the combat features that classes get (under the Maneuver or Exploit name). [/QUOTE]
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