tag:blogger.com,1999:blog-3092603842974378319.post7729142974448404691..comments2024-01-24T11:36:17.328-08:00Comments on Explore: Beneath & Beyond: Classes as Skills, Part Three: A Fully Compatible Simple Class SystemJoe Nuttallhttp://www.blogger.com/profile/02395295081337987607noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-3092603842974378319.post-48042269394463041162015-06-15T08:04:33.297-07:002015-06-15T08:04:33.297-07:00Thanks for persevering to the point of the posts! ...Thanks for persevering to the point of the posts! I’ll get the hang of how to present my ideas eventually <br /><br />I had two ideas for customisation:<br /><br />The first is simply to give you options for one of the skills (e.g. a Fighter can have Bow OR Thrown).<br /><br />The second idea I had in mind is this - at any level you can decide not to increase a skill, but double up a new skill instead. For example a second level fighter has Melee 4, Parry 3, Athletics 3, Unarmed 2, Thrown 2. When you go up a level, you can decide not to increase Thrown, but to instead double up in Bows. Thus you’d go to Melee 5, Parry 4, Athletics 4, Unarmed 3, Thrown 2, Bows 2 (instead of Thrown 3). Note that’s always the same number of points (40 in this case). Thereafter you carry on going up one level in each skill, unless you decide to double up a skill again. The suggestion would be to double up on one of the lower skills.<br /><br />The idea is for you to get going straight away with a new character, without having to bother with a full set of skills (especially for a one-shot), but then later to be able to customise. In particular, if you spend 4 points on Bows at low level and decide that it was a waste of points, then as you level up those 4 points become less and less important - so you’re less concerned with getting the exact mix of skills at the start.<br />Joe Nuttallhttps://www.blogger.com/profile/02395295081337987607noreply@blogger.comtag:blogger.com,1999:blog-3092603842974378319.post-81502351522976750672015-06-15T06:22:35.513-07:002015-06-15T06:22:35.513-07:00Okay, interesting. So the two "hate" pos...Okay, interesting. So the two "hate" posts were a preamble to this system? Fair enough.<br /><br />I like the things you're doing - I have a soft spot for skill points - and I especially like the implication of this third part, that a "class" in a skill-based system is precisely a pre-determined suggested combination of skill-point investments, although I'd also like a few extra skill points explicitly left floating in any given class for customization and quirks.<br /><br />Thanks, as always, for sharing your ideas! 8^)Confanityhttps://www.blogger.com/profile/10361443460498670841noreply@blogger.comtag:blogger.com,1999:blog-3092603842974378319.post-27084792420196153122015-06-14T23:20:03.015-07:002015-06-14T23:20:03.015-07:00Thanks. As you say, I'm aiming at a system wit...Thanks. As you say, I'm aiming at a system with all the good points of both Basic D&D and Rolemaster, which sounds a rather small audience when stated like that!<br />I just read the other day a post where someone wished that you could just choose a class for first level and then only worry about skills at higher levels, so there might be more than a niche interest in this.Joe Nuttallhttps://www.blogger.com/profile/02395295081337987607noreply@blogger.comtag:blogger.com,1999:blog-3092603842974378319.post-46348197629213108062015-06-14T22:05:17.399-07:002015-06-14T22:05:17.399-07:00My two great loves of Fantasy gaming are Basic D&a...My two great loves of Fantasy gaming are Basic D&D and Rolemaster.... so, yeah I'm totally digging this. Lloyd Neillhttps://www.blogger.com/profile/12532199522798277734noreply@blogger.com