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Cowboyleland's page
Organized Play Member. 17 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.
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It might be usefull to get over our "5 fetish" sometimes. Rather than argue over 10+BAB or 15+BAB we should use 12+ or 18+ some of the time.
Something has been forgotten here. Part of the reason some of the core classes are getting boosted is that WotC (or somebody) didn't carefully control the power level of the PrC's and other "new base" classes. An example is the swashbuckler (my favourite class to play ever). When I described to a game balance obsessed friend a class that was "a fighter with 4 skills/level and Tumble as a class skill." He asked right away "What did you give up." Well, heavy armour, but I wasn't going to use that anyway because the whole concept is high Dex and light armour. For fighters to be an appealing class to play again, they had to gain some stuff 'cause the Swashbuckler isn't OGL so there is no way for Paizo to nerf him.
You know what? The double hit dice at first level really hit a soft spot for me. It reminded me of the 1e ranger. I actually got misty. For old times sake, I've got to run just one double HD game. In general I think we should get away from random HP as, especially at low level, it is a random number that has huge implications for a whole level. We don't ask the rogue to roll for skill points, why should the fighter risk rolling 0 HP?
I propose using average values rounded up: d6HP become 4HP, d8=5, d10=6 and d12=7.
Perhaps at 1st level wizards etc. could have 10 (max d6+4) clerics etc 13HP (max d8+5) fighters 16HP (10+6) and Barbarians 19HP
I actually started one campaigne at 3rd level but 0XP. I knew my players (8 year olds) would need the help, but it actually wasn't too unbalanced. Even at 3rd level you are in a place where a couple of lucky or unlucky roles can turn an average encounter into a deadly one.
The most fun I ever had during charater creation was a "tarot reading" system that Craig Shakleton wrote for Dragon mag (don't know the issue number)using the 3 Dragon Ante deck. There was a side bar about using a regular deck of cards. It injects a random element into a point buy. I don't remember how it worked exactly, but I got to play a swashbuckler, which was what I wanted.
Actually, I think the meat of the skill in now in the Mobility feat. I'm OK with that.
I see this system as a great improvement. I'd still like to see a cap on cross class skills. 1/2 HD or something.
I Don't know where else to post this, but I'm not seeing Tumble. It was broken but now it is just gone?
My group has used an alternative cross-class option. One buys cross-class skills at 1-1 but "spending" is capped at half the class skill maximum. This means that a fighter can take a rank in Spot and still have a rank for Balance rather than spending both points to get that one rank in Spot. This simplifies book keeping, eliminates "bumps" when multiclassing and allows more flexability for all. The "skill master" classes continue to outshine their companions in their class associated skills.
To further simplify math when generating hight level characters, make skill points from Int. advancement retroactive.
I have to disagree. Action points are about characters getting a little boost when it really matters at all levels. I think they probably get too many at high levels. But they make a good house rule to add if you like and don't need to be in the core rules if there is a space squeeze.
On a related note, in the game I played last night Fate points were rolled four times and EACH TIME the second roll was LOWER than the first; including a TWO that became a ONE! Fate points SUCK!!!!!
Had to get that off my chest. Please continue your civilized discussion.

Ok it sure looks like a lot of thought has gone into this thread and I commend you all on your hard work. I like the Draco-Meepo hybrid solution and I would also like to lobby for minimum 4 skill points/level.
If you have spent a lot of time on this thread you may not want to read the rest of this:
I'd like to say, from the point of view of a player, that this really shouldn't be a critical issue. I never see the BBG's stats and I don't see the DM's die roll. If he tells me the BBG's Spot beat my Hide I have to believe him and I don't know what I missed by.
I know designers sweat blood building high level NPC's that completely conform to the rules and I hope this helps them, but for the average home-brew, do your best with the prep time you have and as long as there is no malice, if you get it wrong no one need ever know. Screwing up by a point or three distributing skill points really isn't likely to change the outcome of the encounter much. Remember: we all live with the uncertainty of the D20's roll. And we LIKE it!
I like things the way they are. The first diagonal only costing "one" reflects the idea that a creature can really take one step in any direction quite easily. Over longer distances the distortion of geometry would get too large if you don't adjust somehow. We tried rulers for a little while, but if you are moving around other figures or terrain it can be a big hassel. Until players are used to it, it might be worth having a cheat-sheet handy: 5-15-20-30-35-45-50-60. For spells cut a template out of a cereal box. Alternatively don't let your spellcasters count and recount. Pick a centre and hope for the best. Friendly fire is a part of real combat.
"The Art of the Duel" over at Sinister Adventures gives a feat where you get an attack of opportunity when the guy you've declared Dodge on attacks you. That makes the old Dodge worth having.
I don't mind what class abilities or feats are called in the rulebook because if the name doesn't suit my character I invent something different to call it when I'm speaking in character and use the "official" name if my DM give's me a blank look. Generally they catch on pretty fast. Also, I don't mind tracking points. I don't know how often I've had to ask the DM "How long have we been down here?" The passage of game time is so abstract, at times contracted, at times dilated that it is easy not to know where you are in a day. How and when points are regenerated is a better question. Are we all going to enter the dungeon at 10:30 cause our points come back at midnight? If we are attacked 4hrs into a planned 8hr rest, how many points do we have? If these questions can be answered, points work just fine. BTW you can write a string of numbers along the edge of a page and slide a paper clip to circle your current status. Saves a lot of erasing.
I mean the link is broken, I really hope the swashbuckler works 'cause I want to play one soon. Is there room for any stuff from Craig Shakleton's "Art of the Duel"? It is available here and at Sinisteradventures.com. Only $1.50, check it out.
As is happens, I am currently playing a "Dungeon Crawl Classic" with a seven year old girl, two eight year old boys and three fathers who have been playing for about thirty years each. The party is third level and I'm playing a wizard. The DM has a home cooked spell point system that allows unlimited 0 level spells. This is great fun! I don't want to spend spell points on "real" spells so I shoot d3 rays at the goblins all the time. I don't think I have ever dropped one that wasn't already staggered, but that is OK. If I hit a zombie at the start of a round and my son drops him with his longsword at the end I say "I softened him up for you." or "Good team work!" I think the new pathfinder abilities that scale up with level will do that for every spellcaster. No, you can't steal the show (and close it) after your big spells are gone, but you can sure contribute so let's carry on.
The fact is, love it or hate it, Backward Compatability means skill points have to stay. Rambling Scribe pointed out the biggest problem with the alpha alternative. I would be happy tinkering with the number of points classes get (2/level is too few) and I like bundling some together, but tumble was already the best skill around and should not be pimped up at all. My group tried capping cross classed at half the class level without requiring the 2 for 1 buy. That worked. Yes synergy can be a pain, but most skills (except tumble) don't have such a huge effect that winging 'em for NPC's is a major issue.
I'm lovin' fly as a skill. As the rules are now flying is too common and messes up the assumed "medieval" base of the game. It is great flavour if Wizards can fly reasonably easily but "Fly potions all around!" can't turn your party into sci-fi jet packers.
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