I've updated all classes with skill points, but giving them far fewer skill points than specialists. Also, I have made separate skill lists for all classes, meaning that specialists still have the broadest access. I've also added the skills Riding, Medicine and Lore to the system, mainly due to requests from my players, as well as enabling all classes to put points into a "secondary" skill (basically most anything they really want, but it will always be something more limited in scope than the existing skills - the examples we have so far are smithing and farming).

I should say that the amount of skill points granted to non-specialists is very limited, except for the halfling who actually gets a skill point every level. Also, dwarves and elves (who get the fewest points to begin with) can use these points to increase their attack bonus instead, giving them a slight edge in combat (about +1 to hit for every 3/4 levels, if they want to skip skills entirely).

Works very well so far, although I haven't had time to playtest it thoroughly yet.

52

(8 replies, posted in LotFP Gaming Forum)

I like it (although I'd be inclined to make my players create a Specialist to simulate a Ranger, with the skills they see fit), and I'd keep it mostly the way it is, but I'd suggest slowing down progression for attack bonus a bit more - say +1 every 3 levels? Keep in mind that Dwarves and Elves get no bonus at all, but make for decent martial characters anyway due to the nature of the system.

53

(11 replies, posted in LotFP Gaming Forum)

Personally, I very much like the D6 system precisely because I don't think stats should figure into skills too much. Open Doors is an excellent exception, but I have broken this specific skill off from the skill system and use it more as a general "feat of strength". I sometimes call for similar D6 rolls with stat modifiers for other activities, such as perhaps balancing or remembering specific information, but that is purely situational and not something I codify.

That being said, I must admit that this system is very appealing from a purely mechanical point-of-view and I think you have the probabilities pretty much nailed.

The bonuses from statistics in general have left me somewhat confused sometimes - not a big issue, I just make a general ruling and stick with it, but it would be nice to have it stated with just a little bit more depth in the book.

For one, how Intelligence affects saving throws feels a bit murky - as far as I've deduced the bonus applies to all magic-related saving throws, but can also act as a negative modifier for spells when cast by a Magic User with high Intelligence. Is this as intended?

Also, a clear and simple chart to follow when creating a character would be great. I sometimes game with newcomers and novice players, and we all know that they tend to have to make new characters now and then. smile If there was a clear and simple flowchart for them to follow for creating a new character, it would be much easier to just hand them the book and let them do it themselves while the rest of us play on.

One final thing; it feels like the book sometimes assumes a certain basic knowledge of D&D. Some examples are a general description of items - yes, the 10' pole is of course a legendary and most useful item, and it's uses can be deduced during gameplay, but a few tips on how it can be used and also for the GM regarding how to judge this would be nice. Does it always detect pit traps ahead?