AnotherSkip
Apr 14th, '03, 08:03 PM
YO Bullseye!
Having noted your Package Deals question to Steve I figgured i would bring up an optional rule I have not yet had a chance to fully test.
The Rule is very simple: Create a Skill enhancer named(Package Deal) that only "enhances" skills in that package, thus if a Druid had : Skill Enhancer "Druid" and his Druidical Skills(skills he shared with the package you were bonusing) were: Paramedic, Ks: Poisons, KS: Diseases, Ak: Local Forest and PS: Druid, then to buy the abilites at 11- would only cost 8 points and not 10. The Larger the number of skills in the package the "cheaper" the cost. At this point you have only saved 2 points but with say eight skills you have saved five points. This roughly fits in with the benefits of the 4th ed Package deals, is by the rules (for Gm's to do) and makes for a good 4th-5th conversion tip.
This also is good for building "cheaper" AD&D Classes, as well as making some classes really stand out ( Dave the Druid with eight Druid skills saved 5 points that Rob the Ranger and Bob the Bard buying all of the "Druid" skills did not save) it also can be used in conjunction with "previous training" explanations for buying some skills
Personal reccomendations: Do not allow this with more than one CSL/WF, Decide whether or not the Skill enhancers stack with the previously exisiting "by the book" Skill enhancers, do not allow players to build without Close supervision. and for common sense don't even bother with three or less skills.
Having noted your Package Deals question to Steve I figgured i would bring up an optional rule I have not yet had a chance to fully test.
The Rule is very simple: Create a Skill enhancer named(Package Deal) that only "enhances" skills in that package, thus if a Druid had : Skill Enhancer "Druid" and his Druidical Skills(skills he shared with the package you were bonusing) were: Paramedic, Ks: Poisons, KS: Diseases, Ak: Local Forest and PS: Druid, then to buy the abilites at 11- would only cost 8 points and not 10. The Larger the number of skills in the package the "cheaper" the cost. At this point you have only saved 2 points but with say eight skills you have saved five points. This roughly fits in with the benefits of the 4th ed Package deals, is by the rules (for Gm's to do) and makes for a good 4th-5th conversion tip.
This also is good for building "cheaper" AD&D Classes, as well as making some classes really stand out ( Dave the Druid with eight Druid skills saved 5 points that Rob the Ranger and Bob the Bard buying all of the "Druid" skills did not save) it also can be used in conjunction with "previous training" explanations for buying some skills
Personal reccomendations: Do not allow this with more than one CSL/WF, Decide whether or not the Skill enhancers stack with the previously exisiting "by the book" Skill enhancers, do not allow players to build without Close supervision. and for common sense don't even bother with three or less skills.