
Scythia |

A few skills to be more precise.
For a home game in a post apocalyptic setting, I'm considering removing BAB, and making weapon group skills like Guns, Melee, Unarmed, and Energy (yes, for the astute readers, the setting is heavily inspired by Fallout). Classes that would normally be full BAB will get all four as class skills, 3/4 BAB classes can choose two to be class skills, and 1/2 BAB can pick one. No class in the setting gets less than Int+4 skills per level, and stats below 10 are not possible at character creation.
My goal is to create a system where combat ability is inherently specialized, but ultimately optional.
What do you forsee as the benefits or problems with this idea? Would it be better if skill points per level were increased?

Petty Alchemy RPG Superstar Season 9 Top 16 |

Basically turns the 3/4 BAB classes into full BAB classes (Magus, Inquisitor, etc).
How is the Monk affected? (3/4 BAB but counts as full BAB when flurrying)
Full BAB classes should at the very least automatically rank all the combat skills, then get 4+ to spend on other things, since their full BAB is no longer unique.
I could see it working in a no-magic game, maybe.

chaoseffect |

So I'm assuming instead of the normal BAB + Ability mod + enhancement for attack you will be just using the skill score (ranks + ability modifier + weapon enhancement?) and skill ranks will be used in place of BAB for requirements? How will this work with class skills? That would essentially mean a level 1 character has an effective +3 more to hit then normal and then you have skill focus for an additional +6 to hit overall as compared to a normal level 1.
And then there is the fact that 1/2 BAB classes effectively get full BAB for one type of weapon, which if you specialize at all as Pathfinder encourages, is more than enough. So now your Wizard gets full BAB with his chosen weapon in addition to awesome 9th level casting... and the full BAB classes get to spend skill points to be back exactly where they were before the change.
I like the concept of tying combat to skills, but as proposed it just seems like a massive power increase for 1/2 BAB characters and a nerf for full BAB guys.

Scythia |

Basically turns the 3/4 BAB classes into full BAB classes (Magus, Inquisitor, etc).
How is the Monk affected? (3/4 BAB but counts as full BAB when flurrying)
Full BAB classes should at the very least automatically rank all the combat skills, then get 4+ to spend on other things, since their full BAB is no longer unique.
I could see it working in a no-magic game, maybe.
There is no monk, or variable BAB mechanic in any of the classes in the setting.
Yes, the 3/4 classes could have the equivalent of full BAB in as many combat style as they want to divert skill points into, but then they won't have many actual skill ranks.
It is a no magic setting, but it does have one class that offers "6lv casting" with a psionics theme. Very limited and thematically defined.

Scythia |

So I'm assuming instead of the normal BAB + Ability mod + enhancement for attack you will be just using the skill score (ranks + ability modifier + weapon enhancement?) and skill ranks will be used in place of BAB for requirements? How will this work with class skills? That would essentially mean a level 1 character has an effective +3 more to hit then normal and then you have skill focus for an additional +6 to hit overall as compared to a normal level 1.
And then there is the fact that 1/2 BAB classes effectively get full BAB for one type of weapon, which if you specialize at all as Pathfinder encourages, is more than enough. So now your Wizard gets full BAB with his chosen weapon in addition to awesome 9th level casting... and the full BAB classes get to spend skill points to be back exactly where they were before the change.
I like the concept of tying combat to skills, but as proposed it just seems like a massive power increase for 1/2 BAB characters and a nerf for full BAB guys.
Yes, an example would be to shoot an enemy, 1d20 + Guns + Dex compared to the target's defense (AC). If they have it as a class skill, then +3 of course.
There aren't wizards or 9th level casting to consider. There also won't be magic items with an enhancement bonus. There will be the ability to upgrade/modify gear, but not to the extremes of the current system.
The only 1/2 BAB class is basically a 6lv caster, a focused psychic. Kinetics which focus on damage and motion effects, Dominants that focus on control and illusions, and Vitalists that manipulate life energy and enhance forms.

Arrius |
It's a good idea.
I can, however, see an issue; the categories are too broad.
The skills like: Melee, Guns, and Energy allow a low BAB class to choose several very delicious cakes and eat them as well. Of course, there is the lack of compatability with Pathfinder that is due to this idea spawning in a fallout-influenced campaign.
But for constructive criticism, here's my addition:
Under all skills, there are new additions:
Combat Skills:
Melee - Light (Finesse included)
Melee - Medium
Melee - Two-Handed
Ranged - Projectile
Ranged - Thrown
Ranged - Weighted (Potions/bombs, etc.)
Energy - Psionic (I would assume)
Energy - Evocation
Energy - Necromancy
Unarmed - Unarmed (Single category)
For these purposes, all combat skills function differently than normal skills. Lack of proficiency with a skill incurs a -2 penalty to all skill rolls. Exotic weapons require Skill Focus (Martial Skill).
Full BAB classes gain proficiency with all, while 3/4 can choose proficiency with 5, and 1/2 BAB can choose proficiency with 2.
There is an existing system that a potentially remarkable addition to these rules:
Check Kirthfinder's take on weapon proficiency levels.
The basic idea is that everyone has simple proficiency, and can upgrade it to Martial or Exotic proficiency--and each level adds a new effect.
If we join the two rulesets, everyone has Simple proficiency with all weapons. If you also have proficiency in a weapon category (like Medium Weapons), you gain Martial Proficiency with it. 5 ranks in the skill grants Exotic proficiency.

Scythia |

(Advice)
Thanks, that was well considered, and I do like Kirthfinder's approach to proficiency levels. I intentionally went for broad categories, although I could see expanding to six (where 3/4 BAB classes could choose three, 1/2 would still be limited to one). I could go Guns, Melee, Unarmed, Energy, Explosives, and Primitive (ranged weapons other than guns).
By the by, the Energy category isn't for "magical" energy types, it's for energy based weaponry, like lasers. :P

Gulian |

Perhaps former full BaB classes can recieve various unique bonuses and ways to exploit their skills with weapons.
A few suggestions:
Fighter - Half his level to all weapon skills, 4 + Int points to spend, may possibly use a Called Shot mechanic where you can write out a list of differing actions which give a bonus to the enemies AC or a penalty to the fighter's attack when he goes for it. Perhaps you could allow the fighter to force the enemy to provoke an attack of opportunity when he normally wouldn't as well.
Barbarian - While raging, the barbarian can declare his intent to sacrifice a rank from his current relevant weapon skill to gain a point of damage for that turn. He may only sacrifice as many points as his levels in the Barbarian class.
Paladin - Not sure. Maybe he can add his Charisma modifier to a single weapon skill?
Ranger - I've no idea.

Scythia |

Perhaps former full BaB classes can recieve various unique bonuses and ways to exploit their skills with weapons.
A few suggestions:
Fighter - Half his level to all weapon skills, 4 + Int points to spend, may possibly use a Called Shot mechanic where you can write out a list of differing actions which give a bonus to the enemies AC or a penalty to the fighter's attack when he goes for it. Perhaps you could allow the fighter to force the enemy to provoke an attack of opportunity when he normally wouldn't as well.
Barbarian - While raging, the barbarian can declare his intent to sacrifice a rank from his current relevant weapon skill to gain a point of damage for that turn. He may only sacrifice as many points as his levels in the Barbarian class.
Paladin - Not sure. Maybe he can add his Charisma modifier to a single weapon skill?
Ranger - I've no idea.
Good thinking, although I'm not using the regular classes. I have three classes:
Mercenary, the full BAB class, they get weapon training, an improved armour training that actually makes the armour better (instead of just easier to wear), and access to mercenary only weapon style specialist feats.Scavenger, the 3/4 BAB class that gets versatile perks to select from (like rogue talents, but -I think- better), the perks build up in a tree like fashion to advanced then one master perk. High damage potential (with a sneak attack like ability), but less durable than the Merc, they're better as hit and run skirmishers, or ranged.
Gifted, the 1/2 BAB class, essentially bard level psychic "casting" along one of three highly focused lines.

LoneKnave |
LoneKnave wrote:Go a step further and add saves as skills. Then give out two "pools" of points, one for weapons/saves training, and one for normal skills.That is an interesting idea, I might have to consider it.
Giving separate pools for in combat and out of combat skills would make it easy to make sure the most skilled classes won't also be the best/most versatile in combat.
Also, as for armor, I may be going a little overboard here, but you may want to make armor also a skill.
Hear me out: Without enhancements, armor can not keep up with BAB in the d20 system, since it's a static value (once you got the heaviest armor) while BAB is going to scale. Hell, in PF even WITH enhancements, armor just can not keep up.
Making it a skill means it will scale along with attack.
Taking a page from 5e, you could have 3 kind of armor skills (light, medium, heavy). Assuming you wear the correct category of armor, you get AC from your skill points at some fraction.
Light armor only gives AC half of your skill points invested, but you can use your full dex bonus.
Medium armor gives you 3/4th, but you can only use DEX up to +2 (or maybe half of your dex).
Heavy armor gives full, but you get no DEX bonus.
Simply having 3 armor types and then maybe 3 tiers of armor, with better armors/power armors giving a boost to your armor skill.
Say, the 3 tiers would be Junk (leather hides,car parts) /Manufactured (well sewn leather hides, fitted car parts)/High quality (flexible armor materials, an actual full plate), each giving +2/4/6 to your armor skill.
EDIT: for that matter, I'd probably split weapons up into light-medium-heavy-ranged-heavy ranged, any more than that and it starts to get too many for my taste.

Scythia |

Scythia wrote:LoneKnave wrote:Go a step further and add saves as skills. Then give out two "pools" of points, one for weapons/saves training, and one for normal skills.That is an interesting idea, I might have to consider it.Giving separate pools for in combat and out of combat skills would make it easy to make sure the most skilled classes won't also be the best/most versatile in combat.
Also, as for armor, I may be going a little overboard here, but you may want to make armor also a skill.
Hear me out: Without enhancements, armor can not keep up with BAB in the d20 system, since it's a static value (once you got the heaviest armor) while BAB is going to scale. Hell, in PF even WITH enhancements, armor just can not keep up.
Making it a skill means it will scale along with attack.
Taking a page from 5e, you could have 3 kind of armor skills (light, medium, heavy). Assuming you wear the correct category of armor, you get AC from your skill points at some fraction.
Light armor only gives AC half of your skill points invested, but you can use your full dex bonus.
Medium armor gives you 3/4th, but you can only use DEX up to +2 (or maybe half of your dex).
Heavy armor gives full, but you get no DEX bonus.
Simply having 3 armor types and then maybe 3 tiers of armor, with better armors/power armors giving a boost to your armor skill.
Say, the 3 tiers would be Junk (leather hides,car parts) /Manufactured (well sewn leather hides, fitted car parts)/High quality (flexible armor materials, an actual full plate), each giving +2/4/6 to your armor skill.
EDIT: for that matter, I'd probably split weapons up into light-medium-heavy-ranged-heavy ranged, any more than that and it starts to get too many for my taste.
Armour provides DR in this setting. Each class gets a scaling (by level) defense value to which they'll add their Dex (as limited by armour), and any dodge or other AC type bonuses.

Scythia |

I appreciate the comments, ideas, and suggestions so far, keep them coming.
Honestly, I give equal chances that this setting, with all the custom ideas and changes, will be either really fun or a hot mess. It's something I've been working on here and there for almost a year, and I'm to the point now where the only way I'll know which it will be is by trying it out.
I can always revise on an as-needed basis.

Arrius |
Let's reiterate and rewrite the idea so we can keep everything in the same picture.
I propose we call this houserule idea something catchy:
Combat Skills.
These combat skills are Melee, Ranged, Unarmed, and Energy. As skills, their governing attributes are either Strength or Dexterity (depending on weapon)*.
Each class can choose several skills as trained combat skills, depending on their class. Classes that used to gain full Base Attack Bonus gain all these skills as class skills, granting them the normal +3 to all d20 rolls related to them.
Classes that do not have training take a -2 penalty to d20 rolls related to said roll.
Characters can (as all skills) invest skill points to improve their odds of landing a strike. Feats that improve a character's general skill (like Skill Focus) cannot be applied to Combat Skills.
For that, feats like Weapon Group Focus (derived from Weapon Focus) do grant bonuses.
Damage rolls are dependant on weapon type and governing attribute. Weapons classified as [Exotic] require a specific feat to use.
*The governing attribute is my main reason behind wishing to split Melee and Ranged into Light and Weighted, respectively.
Interesting optional rule:
Speaking of Kirthfinder's proficiency levels, you have perhaps noticed that some skills (with sufficient skill points) grant bonus abilities (like Diplomacy: Seduce or Stealth: Sow Terror).
If you wish to follow the same route of rewarding skill point expenditure, you can remove weapon-specific feats entirely and roll them into these

Nyeshet |
My thoughts would be:
- make a skill called Dodge (dex) and perhaps a skill called Parry (str).
- - when attacked, the PC must decide which to use; some are better parriers, while others are better dodgers; there might be some other benefit to choosing one or the other. This will also prevent Str-focused combat PCs from being penalized for a low Dex.
- - if struck, armor acts as DR.
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- weapon categories as skills, with a -2 or -3 non-proficiency penalty if the N/PC has no ranks in the skill and the usual +3 bonus for having ranks in a class skill:
- Axes, Hammers, Picks (str) - Heavy (weapons that have a significant head on the end of a shaft)
- Axes, Hammers, Picks - Light (str*)
- Blades, Heavy (str) (non-finesse-able blades, from two-handed great swords to long swords)
- Blades, Light (str*) (daggers to short swords to rapiers)
- Clubs, Maces (str*) **
- Flails, Whips (dex) (flexible weapons)
- Reach Weapons (str) (halberds to quarter-staffs)
- Unarmed Strike (str*) (might also include Natural Weapons)
- Unarmed Strike, Enhanced (str*) (gauntlet, punching dagger, tiger claws, spiked shield, etc)
- Bows (dex)
- Crossbows, Firearms (dex) (point-and-shoot weapons)
- Kinetic Thrust (dex)
- Rays (dex)
- Thrown (dex)
- Dodge (dex)
- Combat Maneuvers (str) (drag, hold fast, overrun, push)
- Grappling (str*?) (grapple, reposition, trip)
- Parry (str) (might include disarm, sunder?)
* (typically use Str, can use Dex via the feat "Weapon Finesse")
** (maces are basically clubs with a relatively small head at one end, sometimes flanged or spiked.)
- - exotic weapons are each their own skill. Racial weapons fall into this category, with the race either having a racial bonus to the skill and never having a non-proficiency penalty, or with members of the race always treating that weapon as a class skill (with or without the non-proficiency penalty for lack of training).
- - improvised weapons use the nearest equivalent weapon skill, but with the non-proficiency penalty even if the N/PC has ranks in that skill.
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- make most combat skills Trained skills (like Knowledge skills); martial skills might be allowed to choose any 6 or 7 as class skills at first level, while non-martial classes are only allowed to choose 3 or 4 or - for 1/2 BAB classes - just 1 or 2. Dodge is a class skill for all classes.
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In regards to Thrown weapons, I am not sure that it needs to be separated into two skills (one for potions, bombs, etc and one for daggers, throwing axes, etc). While I can see the point, I am unsure that it would be game breaking to have them in one skill.
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This leaves the question of Shields. My thought would be to have them offer their AC bonus as a Parry bonus while also offering the same bonus as an addition to any armor DR. Tower shields might be excluded from the Parry bonus part, considering how unwieldy they can be (each weighing as much as a suit of heavy armor). While this makes shields a bit more powerful, it also reflects the fact that they can be used to knock aside blows in addition to helping weather those attacks that strike solidly.
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Final Considerations
While the attacks will be +3 higher than expected due to being from a (sometimes class) skill, so too will the defense (from dodge being a class skill).
This would still change the balance of the game a bit. At level one the difference between high and low BAB classes would be 3 pts instead of 1 pt, while at level 20 the difference would be 3 pts instead of 6 pts. Also, it would tend to be consistent between high and low BAB classes throughout the 20 levels, rather than gradually shifting in ever greater favor of the high BAB classes.
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Of course, if you are going this far, why not make more of it skill based? Caster level could be replaced with skills in each school of magic, for example.
You might also consider dividing skill points into distinct pools, so that a rogue does not become a master of many weapons. In this case, there would be a General skills pool, a Combat skills pool, a Magic skills pool (with non-casters not receiving any), and perhaps a Knowledge / Linguistics skill pool. The latter would allow wizards, for example, to have many Knowledge skills without also granting them the potential to have many General skills.
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I'll admit I wrote most of this in a single rush as inspiration struck, before reading all the posts on this thread. I then went back and editted here and there - such as adding 'Kinetic Thrust' to the list of dex-based weapon skills, commenting on Thrown weapons, and changing the penalty for non-proficiency from '-3' to '-2 or -3'.

Alex G St-Amand |

I had similar ideas, it remove AC (armors become damage reduction), and add deffensive skills (parry, dodge, etc)...
Saves as Skills...
Class bonuses to some skills...
A bit of customization of class skills...
AND add skill points by levels... (with a dividing by pools/types to some degrees)
(spellcaster classes like Wizard might have School skills instead of/in addition of weapon skills)