Post by Master on Nov 7, 2014 10:50:34 GMT -8
There are a few changes to the rules I would like to experiment with. Mostly they are tweaks to skills. If there are any others that come along, I will put them here as a reference.
- Character Generation: Every character will start at level 3. You have some experience as an adventurer but are far from an expert in your field. 20 Point Buy. Each character will select 2 traits, and 1 drawback. (Traits, More Traits, Drawbacks)
- Every Character will get a bonus Skill Point every level, that must be put into either a Craft of Profession skill. Craft and Profession get very little play in the game, mostly for a good reason as they are not as useful as other skills. I would like to see a character's background give them a more tangible benefit, without forcing characters to spend their sometimes limited skill points on a mostly worthless skill. In addition, as GM I will try to make Craft and Profession more useful, mostly by allowing characters to substitute Craft or Profession skill checks for other skills. For example, Craft (Armor) can be used instead of Appraisal for armor, or Profession (Sailor) can be used instead of Climb while climbing up ropes or instead of Knowledge (geography) in coastal areas.
- I would also like to add a new skill, Spellprinting. Whenever a mage casts a spell, the specific way in which the spell is woven together is different for each caster. The more powerful the spell, the more intricate the pattern. With proper skill and training, a mage could identify these patterns and even match it to a specific caster. Along with the skill, there is a metamagic feat.
-Spellprinting is an Intelligence based skill, trained only. The DC to identify a pattern in a spell is 10+CL+spell level. It is a Class Skill for Wizards, Sorcerers, Alchemists, and Clerics.
-Inscrutable Spell (Metamagic). Increases spell level by +1 to add +4 to Spellprinting DC. Can increase the spell level by more than 1, for each +1 add +4 to Spellprinting DC