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DeadDMWalking wrote:

Conqman -

I want to make sure I understand the system that you propse...

It seems that any skill that you have not taken is considered 'untrained', but that allows you to make a check?

So, for example, if I am untrained in Knowledge (dungeoneering) but I am 10th level, I am allowed to make a check of d20+5+Int mod to see if I know something about it?

One thing that I'm not keen on is the +3 artifact. It is only included because it made sense in 3.5. I think there should be a better way to make the bonus that doesn't involve adding in what to a new player would seem like a totally random number. Why not +5 or +1? The only reason is that in 3.5 at 1st level you could have +4 ranks...

So, I certainly would like a system that gets away from that.

There are certian skills that are (to use v.3.5 edition terms) 'Trained Only' that are the ones that you can only use if you Train in them (example: All Knowledge, Spellcraft, Thievery). The skills that can be used without training are the group of skills that I considered to be of 'common use'(they have a 'U' after their name and relevant ability) and in order to give any character the chance to succeed in one of these skill checks regardless of its class/classes (ala SWSE) the check is as stated.

I agree with you that the +3 in the trained check is for compatibility's sake, if I haven't thought in compatibility I would have gone for the much simpler '1d20+Level+Ability Mod.+Misc' for trained checks. I am with you in that I would like a system that got rid of old edition's arbitrarieties but the 'compatibility' aim of the PRPG seems to pull in the opposite direction in some aspects.


A few comments on races:

*In my opinion instead of giving every race a +2 net bonus they should give a choice for example in the elf case they should let you choose between a +2 Dex or +2 Int with a -2 to Con.

*The weapon familiarity trait is just the extension of the version that was published in the v.3.5 PHB and is GREAT!!

*Kudos on the Half-Elf, now you can ACTUALLY play one. Nevertheless instead of the +2 on any ability I would give him a +2 in any hablity and a -2 in any hablity. That way you could still potray their "varied nature".

*In my opinion it would be great to implement some mechanic such as the ones featured in the SWSE for races with an "iconic resistance" in the form of: "may reroll any saving throws against ......, spells, and spell-like abilities but the result of the reroll must be accepted even if it is worse." ..... would be enchantment spells for elves, poison for dwarves, fear for halflings and illusion spells for gnomes.

*Last but not least: Please, stop with the "favored class". 3rd edition made a great leap form 2nd edition's racial restrictions but honestly, get rid of this last vestige.


I completely agree with Wotc'c Nightmare 1st post. Also IMHO feats should always provide more options to characters not more restrictions.


My proposal:

Skills are divided into two groups: Trained o untrained:

Skill Check bonus for trained skills: 1d20 + char lvl. +3 +ability modifier + misc. modifiers.
Skil Check bonus for untrained skills: 1d20+ 1/2 x char lvl. +ability modifier + misc. modifiers.

At 1st level your character selects a number of skills acording to his class (as the table presented in the Pathfinder RPG)
At 2nd level and once every four level after that (6th, 10th, 14th and 18th) your character gains a new skill from the class list of any of the classes that he has.

Skill List:

1. Acrobatics (former: Tumble, Escape Artist, Balance) (DEX) U
2. Appraise (INT) U
3. Athletics (former: Swim, Jump, Climb) (STR) U
4. Deception (former: Bluff, Sense motive) (CHA) U
5. Disguise (CHA) U
6. Diplomacy (former: Diplomacy, Gather Information) (CHA) U
7. Handle Animal (CHA)
8. Heal (WIS) U
9. Intimidate (CHA) U
10. Knowledge(Arcana) (INT)
11. Knowledge(Architecture & Engineering) (INT)
12. Knowledge(Dungeoneering) (INT)
13. Knowledge(Geography) (INT)
14. Knowledge (History) (INT)
15. Knowledge (Local) (INT)
16. Knowledge (Nature) (INT)
17. Knowledge(Nobility) (INT)
18. Knowledge (The Planes) (INT)
19. Knowledge (Religion) (INT)
20. Knowledge (Warfare) (INT)
21. Linguistics (former: Decipher Script, Forgery) (INT)
22. Perception (former: Listen, Spot, Search) (WIS) U
23. Ride (DEX) U
24. Sneak (former: Move Silently, Hide) (DEX) U
25. Spellcraft (former: Spellcraft, , Concentration) (INT)
26. Survival (WIS) U
27. Thievery (former: Sleight Of Hand, Open Lock, Disable Device) (DEX)
28. Use Magic Device (CHA)
29. Vocation (former: Craft, Perform, Profession) (INT)

U : Untrained skill

I also thought that to provide further choices for character skills a feat could be implemented:

Skill Training
You are considered trained in a new skill.
Benefit: Choose one skill. You become trained in that skill.
Special: This feat may be selected multiple times. Each time you take this feat, it applies to a different class skill.