Topic: the specialist

I plan on running a game using the lotfp rules and I wanted some input on a possible modification to the specialist class. I was going to add some more skills in addition to the ones already provided and give the players a set number to choose from to create their own type of specialist. Some of the additions would be tracking, disguise, wilderness lore and knowledge. So lets say they get to choose four total they could take climb, stealth, tracking and wilderness lore to create a scout style specialist. If they went with disguise, stealth, read languages and tinkering it might be a spy style specialist. Find traps, tinkering, read languages and knowledge could be a explorer. Do you see any possible problems arising from this concept?

Re: the specialist

Here's how the Specialist (and skills in general, really) will be handled in the upcoming update:

The Specialist is unique because the character class has no special abilities of its own. Instead, a Specialist is better at certain activities that other characters are able to do at a basic level. The Specialist begins at the same default level in these activities as other characters, but receives “points” which can be used to be better in the chosen skills. The available skills (and their default starting values for all characters) are:

•    Attack Bonus (+1)
•    Climbing (1 in 6)
•    Find Secret Doors (1 in 6)
•    Find Traps (1 in 6)
•    Foraging and Hunting (various)
•    Read Languages (0 in 6)
•    Sleight of Hand (1 in 6)
•    Sneak Attack
•    Stealth (1 in 6)
•    Tinkering (1 in 6)

Most of these rules are covered in the Adventuring. Rules of the Game section.

For skills that are “x in 6,” allocating a point increases the chance by one. For example, Read Languages begins at 0 in 6 – most characters simply can’t read ancient manuscripts. A Specialist allocating a point there increases his chance to 1 in 6.

Specialists can increase their Attack Bonus by +1 for every point spent on it, to a maximum of one point per level.

For other characters, Sneak Attacks are merely attacks made by surprise. A Specialist can multiply the damage done by a Sneak Attack by allocating points in this skill. Assume that the damage multiplier is x1 for all characters, and every point allocated increases the multiplier by one. If a Specialist has any points in Sneak Attack, then he also gets a +2 bonus to hit above any other bonuses when performing a Sneak Attack.

Specialists receive four points to allocate at first level, and two additional points every time another level is attained.

You can add any number of abilities, but I guess everything hinges on how many points you give to start and after gaining a level.

Re: the specialist

Thanks for the info. I like what you came up with but if a 1st level fighter gets an attack bonus of +2 and a specialist gets a +1 couldnt  the specalist just use 1 point per level and have the same bonus as a fighter? If they did this they would probably have a higher attack bonus than the partys fighter because they need less xp to go up in level. They could also spend their spare points in sneak attack and end up doing way more damage than the fighter but still have almost as many hp. Am I missing something?

Re: the specialist

dogrodeo wrote:

Thanks for the info. I like what you came up with but if a 1st level fighter gets an attack bonus of +2 and a specialist gets a +1 couldnt  the specalist just use 1 point per level and have the same bonus as a fighter? If they did this they would probably have a higher attack bonus than the partys fighter because they need less xp to go up in level. They could also spend their spare points in sneak attack and end up doing way more damage than the fighter but still have almost as many hp. Am I missing something?

Hmm, yes, good point about the faster leveling. Maybe I should just allow one point to be put on attack bonus, ever, or just take out the attack bonus thing altogether.

Re: the specialist

Specialists being as good as the fighter at hitting stuff isn't really a problem, since:

"The Specialist must be unencumbered to use any of the class abilities, and must have Specialist Tools (see Equipment section) to use Find Traps or Tinkering."

The +1 to hit is a class ability too. Yes, the specialist will be good at hitting, but he won't be able to take a hit due to being restricted to leather armor. Also, his hit die is smaller than the fighter's.

Re: the specialist

Thats a good point about the unencumbered status. The whole hit point issue I was looking at would be, lets say, at 5000 exp the fighter ( level 3 ) would have 3d8 ( 3-24 ) hp while the specialist ( level 4 ) would get 4d6 ( 4-24 ) . The main advantages the fighter would get would be the better parry, press and defensive fighting options. I love how these 3 simple combat options give the fighter an edge without bogging down the system or combat speed.