Get rid of the speed penalties for medium & heavy armor, i.e. make the base movement for all types of armor 30 ft/20 ft. If a character is strong enough to wear the armor to begin with and still remain unencumbered, then they should be able to move at full speed as dictated by the carrying loads table 8-5. Only high strength characters can wear heavy armor according to the carrying capacity and still remain in the light load category (realistically a Str of 16+ w/ plate armor is necessary). The armor check penalty and max dexterity limit could also stand to be nerfed a bit as well; or alternatively have each +1 bonus to the armor lessen the max dexterity and armor check penalty equally, for example a suit of +2 splint mail would have a max dexterity bonus of +2 and an armor check penalty of -5 (instead of 0 and -7 respectively.)
toyrobots wrote:
Yes, you are correct and I could not come up with a great name for that category. 'Deception' I used for the other category that includes Bluff & Disguise. The solution just hit me- change the stealth related category to 'Deception' and the Bluff/Disguise related skills category to 'Trickery': Deception (Dex)
Trickery (Cha)
toyrobots wrote: Okay, I can see why some people want to combine skills like Jump, Climb, and swim. But why call it "Athletics"? Am I the only one bothered by the sporting connotation? Is it just that we can find no more appropriate word to like these together? I started another thread that addresses some of these issues...any feedback would be appreciated. Go to here
cliff wrote:
You could easily make Stealth a major skill with component skills Move Silently and Hide in Shadows, but to keep consistency with the suggested system we would need to come up with a third component skill (maybe Pass without Trace, or something similar.) Also, it would thee be necessary to add a component skill to the Legerdemain category since Stealth was pulled out of that category.
I have read many of the the skill threads and I have seen several lines of discussion- too many skills, not enough skills, bring back some of the 3.5 skills, some skills are worthless, etc. The idea of sub-skills was mentioned which got me thinking about dividing up the skill list into 'primary' skills and 'component' skills, thereby putting some of the not as popular skills into the component category. The premise would be that a GM could decide to use the 'major' skill list if she was looking for simplicity and speed of use; or the GM could choose to use the additional 'component' skill list if looking for more detail and realism. The component skills would fall within one of the primary skill categories. I think this system could potentially satisfy the camps of 'not enough skills' and 'too many skills' as well as maintain some of the skills that were abstracted out from 3.5. If using component skills, a player would put a skill point into a major skill, which would then also either (player's choice) 1) apply a single point to *each* of the component skills within that major skill -or- 2) apply 2 points to a *single* component skill. In this way, the player has a lot more flexibility and could become a specialist in a specific component skill relatively quickly. This could make some of the lesser used skills more viable. Some of the major skills (and many of the most useful) do not have sensible component skills and I will list those first. These skills would be handled just as before. Here is the suggested skill list (major skills in bold, component skills listed under each major skill): Concentration (Con) -or- Spellcraft (Int)
Acrobatics (Dex)
Craft, Martial (Int)
Craft, General (Int)
Deception (Cha)
Influence (Cha)
Insight (Wis)
Knowledge, Environment (Int)
Knowledge, Mathematics (Int)
Knowledge, Sage (Int)
Knowledge, Supernatural (Int)
Legerdemain (Dex)
Linguistics (Int)
Mobility (Str)
Perception (Wis)
Note that I prefer keeping Concentration as a separate skill and nixing Spellcraft (since Arcana Knowledge is basically Spellcraft anyway and Concentration was the only Con base skill check.) Also, note that I had to add in a couple of additional component skills to round out the list- Gaming, and Commerce Knowledge (others may work instead such as Ventriloquism in lieu of Gaming.) I debated whether to make the martial Craft skills all major skills. I also debated about putting Stealth and Heal into the major category as well. Examples: (GM is using the component skills) Player A adds 1 skill point to Perception, and then chooses to add 1 point each to Listen, Smell, and Spot Player B adds 1 skill point to Mobility, and then chooses to specialize by adding 2 points to Climb Thoughts, ideas?
Gotta have 8 in my opinion with slots #7 & #8 going to the flying & aquatic reptiles as others have suggested. My list: 1. Tyrannosaurus rex
Now in the future I would love to see many more and my ultimate wish list follows: Dromaeosaurs:
Carnosaurs:
Tyrannosaurs:
Spinosaurs:
Misc Theropods:
Ornithomimosaurs:
Sauropods:
Stegosaurs:
Ankylosaurids:
Iguanodontians:
Duckbills:
Pachycephalosaurs:
Ceratopsians:
Microraptor would make a cool familiar; Troodon was perhaps the most intelligent of all; lots to work with here and could easily add a lot of abilities (within reason) to differentiate between the species.
I would like to see a bestiary per year with them organized by environment or terrain type (maybe after Bestiary II.) This would make it easier to design adventures and encounters for specific terrains. For example, they could be organized in such a fashion: Forest/Jungle
Include new monsters, monsters from other sourcebooks as well as provide a large expansion on a group of core specific monsters included in Bestiary I/II (adding lots of design info and background flavor as well as NPC and class additions). For example, for the Aquatic Bestiary, expansions on Merfolk, Sahuagin, Locathah, Scrags, Merrow, etc. would be sweet. Also in agreement on needing an awesome Epic rules expansion. I think 2-3 hardcovers a year would be acceptable. |