Fiddly Junk: Fighter/rogue skills, Light Blade Mastery, Swords

Post/Author/DateTimePost
#1

belladonna5012

Jun 04, 2008 15:43:37
Rogues get Endurance added to their class skill list. Reasoning: the homeless street rat is the oldest rogue archetype in the book, but by-the-RAW rogues still don't get the skill that serves to endure weather, hunger, disease, etc. without going out of the box and dumping a feat; isn't that strange.

Light Blade Mastery takes Dex 21 and either Str 17 or Cha 17. Reasoning: artful dodger rogues get kind of screwed otherwise unless they go Daggermaster, and it bugs the daylights out of me from a narrative standpoint that a finesse-y ability like increased crit range with light blades requires you to budget a considerable amount for brute force instead, shutting out the accurate, finessed, not-so-strong archetype.

Fighters get four class skills from their list, and Diplomacy and History get added to the class skill list. Reasoning: Fighters should be viable for the knight in shining armour archetype (as opposed to the "play a fighter if this 'roleplaying' thing scares you" stereotype) without dumping feats on Skill Training, and I don't see any particular reason why fighters in particular are singled out for having fewer skills than everybody else. Not adding plate proficiency to their armour list, though; that'd fiddle with actual game balance more than giving them a little more leeway on skills does.

You can take a battleaxe or greataxe and pretend it's just a big honkin' sword, and stick the axe powers and feats and stuff on it. Reasoning: from a mechanical standpoint, it's a PITA to make room for Dexterity if you're trying to play a knight in shining armour (which archetypally tends towards swords). I mean there's a good chance you'll want to budget for decent mental scores with that (especially if you're a paladin), and if you're a fighter you need to budget for Con 15 to get plate too. I think the exception here is a paladin who's not going to have the Str/Con to get stuff like Axe Mastery anyway and so just goes bastard sword-and-board, but why should they get to have all the fun.
#2

AaronOfBarbaria

Jun 04, 2008 18:38:02
Well thought out houserules that aim for a purpose and hit the target.

Not bad. I'm actually happy to see someone design rules for a reason other than "cuz it needz it!" so I'm not even going to pick all of them to pieces.
#3

belladonna5012

Jun 04, 2008 18:54:18
Well thought out houserules that aim for a purpose and hit the target.

Not bad. I'm actually happy to see someone design rules for a reason other than "cuz it needz it!" so I'm not even going to pick all of them to pieces.

Hey, thanks.

Any that you'll be using? (Because if so, I may be forced to steal a seat at your table.)
#4

AaronOfBarbaria

Jun 04, 2008 19:35:44
I have yet to get enough at-the-table experience with the system to decide to house rule anything.

I do have a list of stuff I'm keeping a close eye on though.

whether fighters need more skill options

whether prone is a condition worth inflicting on anyone or not (i have a player that says it's "completely pointless now")

whether rogues of the brutal scoundrel variety are too heavy on the damage.

All of which are probably completely fine, but only time will truly tell.

My first major house-rule project will be bringing Darksun into 4th edition rules.
#5

stvesa

Jun 05, 2008 21:24:35
I never got to play the original Darksun stuff unfortunately... I'd be interested in something like that. =)

The skill related houserules... You 18 or so feats in this game, don't you think that a few spent on skills isn't such a bad idea? Keeps them from focusing on combat specific feats.