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Yeah but I think that your example is suffering from anology. Everyone in the military is not a fighter class.
OMG!
Please see my reference to over thinking things.
How gamers got the geek stigma is beyond me. Has anyone seen my color coded pen protector. I think they took my red stapler.
Just kidding big guy.
Hopefully my point was not lost in the effort of making your own.
In Bard Games Atlantean System, there were eight attributes:
Strength
Speed
Dexterity
Constitution
Intelligence
Will
Charisma
Perception
I have always preferred this split to the D&D 6 attributes. It is interesting to note that macro-scale Dexterity and and micro-scale Dex are broken out (and To-hit is based on a dex stat rather than Str).
Well, the Atlantean system deals with magic quite a bit differently. Nearly all their spells scale to some degree or other with the base effect being dictated by the spell level (this is not strictly true, but rather generally true). High attributes do provide benefits, but bonus spells is not one of them. Actually, the core system give a TOTAL number of spells/day irregardless of level.
As a point of reference, casters need varying degrees of Int, Wil, and Per as prerequisites for the class (e.g., Druids need Int of 12, Wil and Per at 14 IIRC).
The Arcanum has a lot of neat ideas in it. I, personally, really like the class rules, defining them as either multiclass or single-class, and then, again, by their martial training. Makes design and "balance" pretty simple, but not perfect.
Agreed. Chuck full of great ideas......some things are not perfect, but then if we were waiting for perfect, we would wait a long, long time.....
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~Adaen of Bridgewater, www.highadventuregames.com
As I read this thread, and reading about how "this class should be good at this" and "this class should be able for this".... One thing stuck out at me. EVERY class should have a "perception" modifier if you plan to do any rolling for perception style checks. It's the SIEGE engine right? It works for everything.
Wizards: Would gain class level on checks dealing with Arcane languages, maybe mathematics, noticing anything to do with the Arcane.
Fighters: Would gain class level on checks dealing with anything of a combat nature (noticing that the mountain pass is the perfect ambush spot for bunch of goblins).
Rogues: Gain class level on checks when dealing with someone that is slipping notes back and forth in a crowd
etc etc etc
Bards: I'd give them the best chance of noticing stuff, since hey, they are all rounders after all and would pick up on many things.
Just use the Siege engine to make each class stand out.
For a Stat to use, it would most likely be best to not use one at all, but make it a base of 12.
Thought 2:
You could even use the Class itself as the Prime.
Make the base roll 18 and everyone adds level at ALL times (experience is experience).
If your class determines that you would have a better chance of the perception roll (Ranger noticing ambushing Giants in their own terrain), then you would get a base of 12 (like it was prime).
You could make bards have a base 15 on all checks (kinda neat idea for them, master of none, but good over all).
I think I just got a new house rule off Thought #2. It's simple, easy to use, and suites the system. All you need is a CL, determine if the class would give you a base 12 or 18 (or 15 for bards), roll and add level.
You could also assign non-humans a bonus for rolls that involve a bonus they may have (Gnomes making a perception roll based on Hearing get a +3 to their roll).
When to use Perception rolls? I have to agree, that there are times when a perception roll is much better than just "role-play it". A roll can save a lot of time wasted with players fumbling about checking every nook and cranny and having to describe it. Just don't use perception rolls for everything (like D20 does...).
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"If everyone was drunker, was beer cheaper? And if they were more drunk the further back one goes, is there a time when everyone was completely soused all of the time? And, could I go there?" -Davis Chenault