this is my alt for posting my thoughts about pen and paper games. if you want to read me post like a goblin, i'm also @pucelman
- if you see me posting about d&d without an edition mentioned i'm talking about 3e
- i have plenty of storygame experience but my sensibilities are towards osr/nsr exploration based play these days
- my aesthetic preferences run to fantasy and folklore
- 5e's fine but i don't really want to play it or design for it
- the GURPS defender has logged on
i'll need to think more seriously about cross-class casters being able to just by spell school skills though, not sure about the vibe there
oh, another advantage of this progression is that half level +1 can map directly onto max level of spells learnable, this gives anyone maxing out spell skills a 1-level leg up on the progression of full casters in RAW, which i think i'm ok with
this also means you won't have a zero or worse modifier in a skill you take at level one unless you have a -2 or worse in the key ability, which feels fairer to me (especially since i'm currently using 3:1 modifiers as opposed to 3e and onwards' 2:1 modifiers)
so, to address these:
- same costs as above for skill ranks and feats, and same reduced point totals
- each rank is +2 on rolls (for class skills, on par with boring feats for the first feat and better, if more specific, after that. cross class is less economical than feats until after the fourth feat.)
- max skill rank is half character level, plus one (if you're just choosing skills to keep at maximum, the way most people do, those points are available to spend on feats every other level.)
and, looking towards advancement, there's no good time for players to invest in new feats because it will always come at the cost of keeping skills ranked maximum
they're simply too valuable to spend for +1 on a single skill, especially when the benchmark for boring feats is "+2 on two different sorts of rolls," and especially at level 1, when that limit of one rank per skill can leave you with a +0 or negative modifier if it's in an ability with a penalty
skill points have become more valuable, both because i've reduced available totals of skill points per level (to 2/4/6 by class or int/3, whichever is higher) and because now feats compete for the same slots.
ok strap in for some big brain #3eish design re: the skill system
my draft was "1 skill rank = +1 on rolls, max ranks = level, cross class skills cost 2 pts a level" and "feats cost 2 points plus the number of feats you already have" but having made up a level 1 character as a test some problems emerge to me
honestly, thinking about this makes me feel like getting rid of BAB, making weapons (and unarmed combat) into ranked skills and giving martial classes a budget of skill points reserved for fighting skills
i was initially opposed to weapon as skill bc you could wind up with fighters who didnt put enough points in weapons to be good at hitting things but this, i feel, may fix that
- ranked skills cost 1 point per rank if they're related, otherwise 2 points.
- unranked skills (feats) cost 1 point plus 1 for every non-core unranked skill you already have.
- start with skill points = half your INT, from your background list or related to your class
- gaining 2nd level and above, skill points are based on class, with a minimum of one-third your INT per level. this represents freedom to train outside the core skills of the class.
with that said, changes to skills:
- skills you make checks for are "ranked skills," where bonus is ranks + ability mod. max ranks = char level.
- other skills (previously feats)
- classes give certain skills as core skills, regardless of advancement.
- classes have lists of related skills, multiclass chars on their first level choose what skills they want from the new list and discard half of their untrained related skills (from either class)
- anyone can save to avoid falling, but a skilled balancer or climber only needs to if they fail their skill check
- anyone can save to recover, but a patient only needs to if the healer fails
i think the way i want to use skill checks is as "proactive saves," the way some people talk about running the b/x thief skills; everyone has a chance not to be surprised, but the b/x thief gets their chance to hear noise before then while scouting ahead. all checks are trained checks, only make one if failure is meaningful
i am UNDECIDED about folding BAB into fort/ref the way i had previously talked about. this may be a simplification where none was really needed and would take away from the effectiveness of 1:1 and 3:4 classes
thoughts about #3eish system math
i like (2/3 level) + 1 and 1/3 level for saves better than (1/2 level) +2 and 1/3 level, though i don't think it has much of an impact on the game math below level 12 (above that i think it improves pc chances against tougher and tougher monster save dcs, a change i'm fine with)
you and your buddies are going to make the statutory pilgrimage to mecca and you will not be stopped by man or djinni
fort save: fort + str mod
hand fighting: fort + dex mod
missile attacks: ref + dex mod
recovery rolls: fort + con mod
ref save: ref + wis mod
arcane save difficulty: will + int mod or spell level, whichever is higher
divine save diffixulty: will + cha mod or blessing level, whichever is higher
will save: will + cha mod
considering a different tack for aome #3eish stuff:
- ability mod 3 - (score/3), rounded towards zero
- no BAB
- fort/ref/will progressions by class
- target numbers = difficulty x 3
spends altogether too much time thinking about ttrpgs.
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