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| JimProfit12-30-07, 06:53 PM | I love most of the stuff in unearthed arcana, but think it could use improvement. Here are some of the things i've been thinking for awhile.. Specials And Generic Classes: I love the concept of generic classes, but not how it's carried out. Special abilities should not simply be feats, they should be specials! So how does one go about getting specials? Well there's a variety of ways.. A common way is every level you gain a number of special points equal to your charisma score. Differant special abilities cost differant amounts of special points to obtain. You can immagine any class, prestige class, whatever ability is purchasable with special points. It's advised that special points have differant costs for differant classes. For example, sneak attack for an expert might only cost 1 special point per +1d6 (no greater then +9d6), for a warrior it would cost 2 special points, and for a spellcaster 4 special points. But if you don't think it nesscary nevermind. Saving Throw vs Damage: This is a good idea, very balancing, however, I would not make it fortitude based. There'd be a fourth saving throw "toughness" check. Toughness modifier would be based on your wisdom score. A character's toughness saving throw increase progresses based on thier armor proffietcy. No armor: Poor Light to medium armor: Medium Heavy armor: High No Constitution: Because there's no HP, constitution is unnescary. Fort saves and all things that relate to constitution are now strength oriented. Spellcasting: Spellcasting is purely int based. You can use special points or skillpoints to purchase bonus spells known. (Generaly costing a number of skillpoints or specialpoints equal to spell level+1. GM's disgression however) The differance between divine/arcane spellcaster is the divine caster can only learn spells from any divine caster's spell-list. Arcane casters can only learn spells from any arcane spellcaster's spell-list. Also, instead of concentration, spellcraft skillchecks will be nesscary to cast spells. Normaly the DC only be something like 5 in casual setting, if in combat the DC be something like 10, and if grappled/wounded/whatever DC 18. Feel free to change the DC to your disgression. The mainpoint of this is spellcasting should go awry and carry consequinces if a spellcheck fails. Skillcheck: I like my idea of bonus die vs old modifier total. Say you have an 18 int and put 3 ranks in spellcraft. It's assumed you have one rank in every skill (even cross-class skills). With 3 ranks he can now roll 4d20 and take the highest result, then adds his int modifier of +4. Modifiers are also added from feats and magical effects. Dexterity And Weapons: Another good balancing factor I proposed. I think the weapon group system does an excellent job, but to expand on this you might need a ceartain dexterity score to wield a weapon properly. If you lack it, it's treated as though you're improficient with the weapon anyway. For example; A club is free, a light mace costs 5gold. Why would you purchase a lightmace? You could argue hardness, but in practical terms the club is cheaper and thus better sense it does equal damage. The short answer is because the lightmace doesn't take nearly as much competance to use. The club requires a dex score of 15 or higher to use properly. This is just an example, feel free to change it to your liking.. If the player really wants to design thier character for the club, offer an exchange of special or skillpoints. Hit Die: Seeing as there's no HP, what would be the purpose of hit die? The answer is extra damage. You don't add multiple hit die, for example a warrior is level 5 hit die d10. This does not mean +5d10, just +1d10. He adds +1d10 to all his normal attacks. (Before adding critical hit multiplyer) For purposes of keeping experts/warrior on par with spellcasters, experts hit die is increased to d8 and warrior's increased to d12. This however is not a mandatory change. If you think the classes are fine the way they are go ahead. Skillpoints Can Purchase Feats: Another thing for uber customizability. The GM may want to individualy change this based on how powerful he thinks a feat is. But generaly a feat will cost around three skillpoints. How do you like? :) |
| ericSHINRA12-30-07, 07:10 PM | The idea of a Feat being worth a measly three skill points is flawed in my view. The Open Minded Feat grants you an additional five Skill Points so a feat should be worth at least five in this system. What I don't like, though, is the idea that skill heavy characters(Rogues, Scouts, etc) will have the potential for more feats then the Fighter. |
| JimProfit12-31-07, 02:32 AM | The idea of a Feat being worth a measly three skill points is flawed in my view. The Open Minded Feat grants you an additional five Skill Points so a feat should be worth at least five in this system. What I don't like, though, is the idea that skill heavy characters(Rogues, Scouts, etc) will have the potential for more feats then the Fighter. True, I suppose A: It could be 5 points. B: That feat could only be taken once. Or C: Ban that feat. But I see your point. But we wouldn't be using fighters, rogues, or scouts. Warriors, Experts, and Spellcasters (in theory anyway). Using thier special points to become rogues, scouts, and fighters. |
| Werral01-02-08, 07:27 PM | Why not simply use talent trees? Class abilities would be talents, feats remain feats and skills remain skills. |