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6 years ago  ::  Oct 24, 2007 - 8:56PM #1851
Irate_Grizzly_Bear
Date Joined: Oct 8, 2002
Posts: 10
Here's a feat I'd like to see in 4E, especially if there are necessary skills like Search and Disable Device that are only available to one or two classes.You'll have to excuse me if something similar is in one of the splat books, but I barley have enough time to play, much less keep up on all the supplements.

SKILL APTITUDE [GENERAL]
Choose a skill, such as Search. You have a natural aptitude for that skill.
Benefit: The skill you choose is always considered a class skill. Additionally the maximum ranks you can have in that skill is 1 higher than your normal maximum ranks for a class skill.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

My gaming group is usually myself as the DM and two or three players. Thus far none of them like to play rogues, so traps and secret doors become frustrating at best, and show stoppers at worst. (They don't like clerics either, so we go through a lot of potions of healing and lesser restoration. Which brings me to my beef with the dependency on magic and magical equipment... but I'll save that for another post.)
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6 years ago  ::  Oct 25, 2007 - 9:09AM #1852
hawkinsthedm
Date Joined: Jun 12, 2007
Posts: 717

Irate Grizzly Bear wrote:

Here's a feat I'd like to see in 4E, especially if there are necessary skills like Search and Disable Device that are only available to one or two classes.You'll have to excuse me if something similar is in one of the splat books, but I barley have enough time to play, much less keep up on all the supplements.

SKILL APTITUDE [GENERAL]
Choose a skill, such as Search. You have a natural aptitude for that skill.
Benefit: The skill you choose is always considered a class skill. Additionally the maximum ranks you can have in that skill is 1 higher than your normal maximum ranks for a class skill.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

My gaming group is usually myself as the DM and two or three players. Thus far none of them like to play rogues, so traps and secret doors become frustrating at best, and show stoppers at worst. (They don't like clerics either, so we go through a lot of potions of healing and lesser restoration. Which brings me to my beef with the dependency on magic and magical equipment... but I'll save that for another post.)


I always just used Skill Knowledge from Unearthed Arcana.

SKILL KNOWLEDGE [GENERAL]
You gain access to new knowledge and abilities.
Benefit: Choose any two skills from one of your current classes' skill lists. You now know these skills as class skills.
Special: Instead of choosing two class skills, you may choose one cross-class skill (whether you already know it or not) and learn it, treating it as a class skill from that point forward.

Errant d20 Designer - My Blog (last updated February 18, 2013)
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6 years ago  ::  Oct 25, 2007 - 12:08PM #1853
Corrin
Date Joined: Jan 6, 2006
Posts: 20
Check out Saga Edition and Iron Heroes - unless I miss my guess, the way skills work will be so different that the feat you proposed will be meaningless and completely unnecessary. It's 4E, not 3.6.
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6 years ago  ::  Oct 25, 2007 - 12:53PM #1854
Slayer_of_Gellcor
Date Joined: Mar 10, 2007
Posts: 3
One thing that I'm specifically wishing for (and it sounds as though it may be happening) is cleaner grapple rules. Specifically I want, as a character to be able to tackle someone without having multiple opposed checks. It's the kind of thing that naturally happens in fights, and even more specifically in the iconic bar-room brawls. But to try and do that with current rules, there would be (by my count) at least three grapple checks involved. One to start the grapple, one to move the person, and one to pin the person or at least knock them prone. The maneuver that I'm thinking of would be one charging move. I know that there's always going to be a balancing act between realism and balancing the mechanics, but to me I think this should be something basic. Essentially, I want grappling to feel more like fighting and less like dancing.
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6 years ago  ::  Oct 25, 2007 - 3:23PM #1855
thaX
Date Joined: Mar 27, 2004
Posts: 3,708

Corrin wrote:

Check out Saga Edition and Iron Heroes - unless I miss my guess, the way skills work will be so different that the feat you proposed will be meaningless and completely unnecessary. It's 4E, not 3.6.


The one thing to keep in mind is that 4th will not be using the over simplified skill "trained/untrained" scheme but will be reworked somehow to be better than the 3.0 system.

It isn't Saga.

Mantra...

Just because it is in SaGa doesn't mean it is cannon in 4th ed.....

Terms you should know...

Spoiler: Show

Kit Build - A class build that is self sustaining and has mechanical differences than the normal scale. Started in Essentials. Most are call their own terms, though the Base Class should be said in front of their own terms (Like Assassin/Executioner)

Power Points - A mechanic that was wedged into the PHB3 classes (with the exception of the Monk) from the previous editions. This time, they are used to augment At Wills to be Encounters, thus eliminating the need to choose powers past 4th level.

Mage Builds - Kit builds that are schools of magic for the Wizard. A call back to the previous editions powering up of the wizard. (Wizard/Necromancer, for example) Unlike the previous kit builds, Wizards simply lose their Scribe Rituals feature and most likely still can choose powers from any build, unlike the Kit Builds.

Parcel System - A treasure distribution method that keeps adventurers poor while forcing/advising the DM to get wish lists from players. The version 2.0 rolls for treasure instead of making a list, and is incomplete because of the lack of clarity about magic item rarity.


ha ha Show

Mar 31, 2011 -- 10:46AM, wrecan wrote:

They will Essentialize the Essentials classes, otherwise known as Essentials2.

The new sub-sub-classes will be:

    * Magician.  A subsubclass of Mage, the magician has two implements, wand and hat, one familiar (rabbit) and series of basic tricks.
    * Crook.  A subsubclass of Thief, the Crook can only use a shiv, which allows him to use his only power... Shank.
    * Angry Vicar, a subsubclass of warpriest, the angry vicar has two attacks -- Shame and Lecture.
    * Hitter.  A subsubclass of Slayer, the Hitter hits things.
    * Gatherer.  A subsubclass of Hunter, it doesn't actually do anything, but pick up the stuff other players might leave behind.

Future Essentials2 classes include the Security Guard (Sentinel2), the Hexknife (Hexblade2), the Webelos (Scout2), the Gallant (Cavalier2) and the Goofus (Knight2).

These will all be detailed in the box set called Heroes of the Futile Marketing.


(Though what they should really release tomorrow is the Essentialized version of the Witchalok!)


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6 years ago  ::  Oct 25, 2007 - 3:26PM #1856
thaX
Date Joined: Mar 27, 2004
Posts: 3,708

Slayer_of_Gellcor wrote:

One thing that I'm specifically wishing for (and it sounds as though it may be happening) is cleaner grapple rules. Specifically I want, as a character to be able to tackle someone without having multiple opposed checks. It's the kind of thing that naturally happens in fights, and even more specifically in the iconic bar-room brawls. But to try and do that with current rules, there would be (by my count) at least three grapple checks involved. One to start the grapple, one to move the person, and one to pin the person or at least knock them prone. The maneuver that I'm thinking of would be one charging move. I know that there's always going to be a balancing act between realism and balancing the mechanics, but to me I think this should be something basic. Essentially, I want grappling to feel more like fighting and less like dancing.


From the (Really Dumb) video that announced the coming of 4th ed to what the designers had said in the beginning of the whole thing, Grapple is simplified and better understood than the 3rd edition book of "grapple."

Terms you should know...

Spoiler: Show

Kit Build - A class build that is self sustaining and has mechanical differences than the normal scale. Started in Essentials. Most are call their own terms, though the Base Class should be said in front of their own terms (Like Assassin/Executioner)

Power Points - A mechanic that was wedged into the PHB3 classes (with the exception of the Monk) from the previous editions. This time, they are used to augment At Wills to be Encounters, thus eliminating the need to choose powers past 4th level.

Mage Builds - Kit builds that are schools of magic for the Wizard. A call back to the previous editions powering up of the wizard. (Wizard/Necromancer, for example) Unlike the previous kit builds, Wizards simply lose their Scribe Rituals feature and most likely still can choose powers from any build, unlike the Kit Builds.

Parcel System - A treasure distribution method that keeps adventurers poor while forcing/advising the DM to get wish lists from players. The version 2.0 rolls for treasure instead of making a list, and is incomplete because of the lack of clarity about magic item rarity.


ha ha Show

Mar 31, 2011 -- 10:46AM, wrecan wrote:

They will Essentialize the Essentials classes, otherwise known as Essentials2.

The new sub-sub-classes will be:

    * Magician.  A subsubclass of Mage, the magician has two implements, wand and hat, one familiar (rabbit) and series of basic tricks.
    * Crook.  A subsubclass of Thief, the Crook can only use a shiv, which allows him to use his only power... Shank.
    * Angry Vicar, a subsubclass of warpriest, the angry vicar has two attacks -- Shame and Lecture.
    * Hitter.  A subsubclass of Slayer, the Hitter hits things.
    * Gatherer.  A subsubclass of Hunter, it doesn't actually do anything, but pick up the stuff other players might leave behind.

Future Essentials2 classes include the Security Guard (Sentinel2), the Hexknife (Hexblade2), the Webelos (Scout2), the Gallant (Cavalier2) and the Goofus (Knight2).

These will all be detailed in the box set called Heroes of the Futile Marketing.


(Though what they should really release tomorrow is the Essentialized version of the Witchalok!)


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