Specialists

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Fizz
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Specialists

Post by Fizz »

I had an idea for thieves (or rogues, whatever), to enable them to become specialists in particular skills. It's akin to the 2nd Ed Thief with his distiribution of points at each level.

BTB, rogues get to add their level to their class skills, just like everyone else. Now, what if you made a rule that enabled the thief to take one of those +1's and put it on another skill. The total number of +1's gained remain the same, but one of them is a bit higher now, and another a little lower.

So at 3rd level, instead of +3's on all skills, he might look like this:

Open Locks +2

Hide +4

Move Silently +4

Listen +2

etc...

A +1 from Listen was moved to Hide, and a +1 from Open Locks was moved to Move Silenty. This guy is a sneaking specialist. Only a single +1 can be moved any single skill each level. Another thief might be a box-man (lock specialist).

But then it occurred to me, why couldn't this be applied to all characters and all their skills (rangers, assassins, etc)?

Would this be a Siege Engine breaker?

-Fizz

Treebore
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Post by Treebore »

It could be, but I would have to play test it to be sure. My gut instincts tell me that would be too much.
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Moorcrys
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Post by Moorcrys »

It's certainly worth checking out to see if its balanced, particularly for rogues.

Maybe using the Prime Attribute bonus as a cap would keep something like this from getting out of hand... so that a rogue with a 16 Dexterity couldn't have more than a Level+2 specialist bonus in a skill. That same rogue could specialize in a maximum of 2 skills, while a rogue with a 14 Dexterity could have a Level+1 specialist bonus and specialize in a maximum of only 1 skill.
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moriarty777
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Post by moriarty777 »

I don't think it would 'break' the game... but I'd impose limits on which classes could switch their skills around or which skills can be 'interchangeable'.

However, if there was a limit... Moorcrys's suggestion is a good one or just impose a simple limit of 2 higher than the character level. Considering how fast a Rogue advances, anything higher than 2 might be a bit much.

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DangerDwarf
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Post by DangerDwarf »

I think it'd work without breaking the game. A few things to consider is swapping junk or less used/useful skill levels for ones more useful.

Decipher Script for Traps.

Delay Poison for Tracking.

Etc.

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StealthSuitStanley
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Post by StealthSuitStanley »

DangerDwarf wrote:
I think it'd work without breaking the game. A few things to consider is swapping junk or less used/useful skill levels for ones more useful.

Decipher Script for Traps.

Delay Poison for Tracking.

Etc.

That's an excellent point, DD. However, any CK worth his salt will modify future adventures such that the thief is challenged more often in areas in which he is sandbagging. The only "real" problem I see is creating mid/high level characters.

I think this idea gives the rogue much more flexibility within the game, which allows players to customize their character as they wish. Using the Dex attribute as a guide is a good idea. However, I would rule that the Dex bonus is the maximum difference between the highest and lowest of the skill bonuses. This helps to keep the rogue a little more balanced. Unlimited modification would require an XP value adjustment, imo.
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