So many make sense.
It started me thinking, what about bards?
Aren't they just characters who have specialised in entertainment and legend lore.
Or the mixed up 'Eastern' AD&D monk, specialists in unarmed combat.
Why can't Raggi's specialist rules be used for all these character types?
Then I started to wonder, why can't a fighter get better at opening locks? Raggi only allows specialists to improve and have skill points to spend on specialties.
But if everyone has skill points to spend per level... Oh NO! Non-weapon proficiencies - cue scream!!!!
Deep breath, maybe it doesn't have to be so bad.
What about...
Fighters, clerics and magic users get 2 skill points to spend on skills at 1st level and then 1 skill point per level thereafter. Additionally fighters in Raggi's system get an automatic +1 attack per level up to name level. Clerics and magic-users get access to their spells.
The specialist however gets 4 skill points to spend on skills at 1st level and then 2 skill points per level thereafter (that's why they are specialists).
Here's my modified Raggi table allowing bards, barbarians and monks, plus thieves of course - all depends on how you wish to specialise.
Specialty
|
Starting
Value
|
Ability
Score Modifier
|
Notes
|
Architecture
|
1 in 6
(Dwarves
2 in 6)
|
Intelligence
|
Ability
to notice important features in construction. 1 turn duration per attempt.
|
Attack Bonus
|
+1
|
Strength
|
Not
allowed for fighters (they gain an automatic +1 attack bonus per level). Can
never have more skill points in this specialty then level.
|
Bushcraft
|
1 in 6
(Barbarians
start 2 in 6)
|
Wisdom
|
Used
for Foraging & Hunting
|
Climb
|
1 in 6
|
Dexterity
|
1 in 6
chance to climb surfaces without obvious handholds.
|
Entertainer
|
0 in 6
|
Charisma
|
Ability
to entertain an audience (juggling, singing, story telling - player chooses) and get money or
positive reaction. A 6 equals a possibility for a negative reaction. Roll per
turn.
|
Evade
|
+ 0
|
Dexterity
|
+1 to base unarmored AC.
Can
never have more skill points in this specialty then level.
|
Initiative Bonus
|
+ 0
|
Dexterity
|
Personal
Initiative bonus.
Can
never have more skill points in this specialty then level.
|
Jump (running) in feet
|
Strength
score
|
Roll
against dexterity (if fail fall short 1d6 feet)
|
+ 1’
per skill point.
If fail
to land smoothly (lose next initiative AND Dexterity AND shield bonuses).
|
Jump (standing) in feet
|
(Strength
score / 3)
|
Roll
against dexterity (if fail fall short 1d2 feet)
|
+ 0.5’ per
skill point. If fail to land smoothly (lose next initiative AND Dexterity AND
shield bonuses).
|
Language
|
0 in 6
|
Intelligence
|
Chance
to understand and be understood in a language. 6 in 6 means fully fluent. DM
modifiers may apply (exotic language, simple statement). When communicating
with others can be re-rolled multiple times, until the concept is understood
or the reactions turn negative.
|
Legend Lore
|
0 in 6
|
Intelligence
|
Chance
to know facts about a culture, legend or historic person.
|
Open Doors
|
1 in 6
|
Strength
|
Not
able to specialise in.
|
Unarmed Damage
|
1 - 2
|
Strength
|
Every
skill point increases damage by 1 maximum eg 1-3, 1-4, 1-5 etc. Can never have
more skill points in this specialty then level.
|
Search
|
1 in 6
|
Intelligence
|
One
turn per 10’ searched.
|
Sleight of Hand
|
1 in 6
|
Dexterity
|
Picking
pockets, hiding small objects.
|
Sneak Attack
|
x 1
|
Dexterity
|
When
attacking with surprise or from an unseen position. +1 multiplier to damage per skill point.
|
Stealth
|
1 in 6
|
Dexterity
|
Ability
to hide and sneak around unseen.
|
Tinker
|
1 in 6
|
Dexterity
|
Open
locks / small devices (without releasing trap)
|
I always considered the fighters' +1 to attack per level to be their specialist skill equivalent. You make some interesting suggestions here.
ReplyDeleteThanks Aaron, always great to have you stopping by.
ReplyDeleteNice post !!! All Fighters have an incredible character and power.
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