Difference between revisions of "Tome of Prowess (3.5e Sourcebook)/Going Further"

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m (Primary, Secondary, and Tertiary Skills: wording, clarity. still have no idea if this will actually make it in in the end though....)
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This is a skeleton of the page to come, since I still need to write it. Eventually it might (because I could still drop any or all of these ideas) include:
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The preceding work covers the core of the game, but there are additional subsystems that many people use in games that we haven't talked about. This chapter will contain additional information for making the Tome of Prowess work with these other subsystems, as well as variant rules to tailor your gaming experience.
  
==You Haven't Seen Half of What I Can Do==
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==Psionics==
  
Rant about allowing players to use their skills creatively in ways similar to those spelled out here, but not actually spelled out here.
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==Tome of Battle==
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There are two changes that need to be implemented to use the Tome of Battle in conjunction with the Tome of Prowess.
  
==Variant Skill Rules==
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===Martial Lore Skill===
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The Martial Lore skill does not get an analogue in the Tome of Prowess. Its uses in identification are covered by the Cultures skill.
  
===Selectable Class Skills===
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===Skill Items===
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The loss of skill items does interesting things to some martial maneuvers. In some games, large boosts from these items was expected and the lack of the items now is a large decrease in the ability of these characters. In other games, these items were never used for these purposes and the change won't even be noticed.
  
Start with a smaller selection of core skills, and then pick a couple of extra ones. Good for making more varied characters, bad for restricting skill combinations to particular character groups.
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If your game expected skill items, consider adding a bonus to all skill based maneuvers equal to the initiator's Character Level. Using Character Level here in place of Initiator Level helps the maneuvers retain the same mlti-classing utility they did originally. If your game did not expect bonuses from skill items, do nothing. You won't notice the change.
 
 
===Primary, Secondary, and Tertiary Skills===
 
 
 
Cross class skills become tertiary, and have a 1/2(level+3) limit. Class skills become secondary, and have a 3/4(level+3) limit. You don't start with any set primary skills, but they have the standard (level+3) limit.
 
 
 
You then get to pick a number of skills to advance up a grade, tertiary -> secondary or secondary -> primary (but not tertiary->primary, one step only), and then spend your skill points under those new caps. If you advance a cross class skill (so it's a secondary skill for you) that later becomes a class skill somehow, that skill is advanced to a primary skill. It's similar to selectable class skills in terms of additional character concepts that it opens, but is a weaker version in terms of power and combining issues.
 
 
 
===Melee and Ranged Attacks as Skills===
 
 
 
Yes, really. Well, maybe. It's a weird one.
 

Revision as of 07:04, 17 August 2011

The preceding work covers the core of the game, but there are additional subsystems that many people use in games that we haven't talked about. This chapter will contain additional information for making the Tome of Prowess work with these other subsystems, as well as variant rules to tailor your gaming experience.

Psionics

Tome of Battle

There are two changes that need to be implemented to use the Tome of Battle in conjunction with the Tome of Prowess.

Martial Lore Skill

The Martial Lore skill does not get an analogue in the Tome of Prowess. Its uses in identification are covered by the Cultures skill.

Skill Items

The loss of skill items does interesting things to some martial maneuvers. In some games, large boosts from these items was expected and the lack of the items now is a large decrease in the ability of these characters. In other games, these items were never used for these purposes and the change won't even be noticed.

If your game expected skill items, consider adding a bonus to all skill based maneuvers equal to the initiator's Character Level. Using Character Level here in place of Initiator Level helps the maneuvers retain the same mlti-classing utility they did originally. If your game did not expect bonuses from skill items, do nothing. You won't notice the change.