Pechvarry
2011-03-03, 12:31 PM
So Arguskos was inspired by that weapons suck thread, and in turn, I was inspired to dig out this idea I worked on about a year ago. Sorry, Arguskos, if this steps on the toes of your brainstorming.
The core idea is that you can make your weapon choice awesomer and more relevant. In addition to more mundane neat tricks put in the hands of players, I feel this could eventually replace most of the more basic exotic weapons.
What this is: a new mechanic to integrate into 3.5 games, based on Complete Scoundrel's skill tricks. These are purchased like skill points, but don't necessarily work the same (they don't come with a built-in 1 use/encounter format).
Proficiency Tricks: Choose some piece of equipment. This is a type of item, or an item constructed in a specific way, but never a unique item (e.g. "longsword." never "this longsword." Though it may be "any longsword modified in this particular way.") These seek to make certain equipment more viable and keep equipment decisions relevant as your career progresses. They tend to either make an item "exotic" in function or offset penalties associated with your choices. Naturally, this second category of Proficiency Tricks should only become available at the point of someone's career where the drawbacks outweigh the benefits. For example, Sais for disarming reach this point the moment you gain proficiency in them (zing!). One thing to keep in mind: try to avoid Proficiency Tricks that make already good combos better. For example, a skill trick to make Greataxes deal double damage while charging is going to be ridiculous if any charge build can get access to it (in addition to double damage probably being too potent for skill tricks). I would also stay away from things that either make reach weapons better or provide weapons reach all the time (once/round, or only during your turn aren't so bad). Proficiency Tricks have the following reqs:
a) Item wielded or worn.
b) Proficiency in said item.
c) BAB reqs. As purely martial techniques, Proficiency Tricks tend to have a BAB requirement of at least +1.
d) Skill reqs. As important as BAB reqs, but should not be terribly high (though they might require multiple skills). In most instances, they should be reasonably achievable as cross-class skills. These tricks indicate a familiarity with the associated skills, but rather than dedicated training with the skill, it represents specific combat training applying the skill's concepts.
e) In some instances, feats make good reqs. These should always strive to be low-investment feats (those with very few prereqs of their own), and usually aim to make a "meh" feat more effective, given the correct gear. While these sorts will typically have low BAB and skill reqs, they should still adhere to rules a) through d).
A word on Skill Reqs: The skill reqs will typically be physical skills. But when you're not sure what to use, remember good ol' Martial Lore. As a skill that represents knowledge of warfare, it fits very well for pulling out special tricks reminiscent of the way Sublime classes Initiate. In fact, regardless of what other skill reqs your Proficiency Trick has already, consider adding a req of 1-4 ranks in Martial Lore, especially if it's already a bit high on the power level. Many Proficiency Tricks are the results of ingenuity or improvisation. If a Proficiency Trick requires physical modifications to equipment, consider adding a scant few ranks in a Craft skill as a prerequisite.
Purchasing Proficiency Tricks: Purchasing a Proficiency Trick costs 2 skill points, just like any other skill trick. However, skill tricks and proficiency tricks do not count towards the same limits. You may have a number of proficiency tricks equal to 1/2 your BAB, rounded UP.
Too much investment?While the low skill reqs are intended to keep these relatively low investment, it's definitely not outside the realm of reason to either a) up skill ranks for classes across the board or b) give classes extra proficiency tricks as a class feature. For example, Fighters could get them at 5 odd levels, or even 9 of them. Monks and [s]rogues[/sl] paladins are also good candidates for an "extra skill trick" class feature.
I want the concept PEACHed, so I'm going to put some sample proficiency tricks in the 2nd post instead, to keep the focus of the 1st post on the process. Do tell if you have ideas for improvement.
The core idea is that you can make your weapon choice awesomer and more relevant. In addition to more mundane neat tricks put in the hands of players, I feel this could eventually replace most of the more basic exotic weapons.
What this is: a new mechanic to integrate into 3.5 games, based on Complete Scoundrel's skill tricks. These are purchased like skill points, but don't necessarily work the same (they don't come with a built-in 1 use/encounter format).
Proficiency Tricks: Choose some piece of equipment. This is a type of item, or an item constructed in a specific way, but never a unique item (e.g. "longsword." never "this longsword." Though it may be "any longsword modified in this particular way.") These seek to make certain equipment more viable and keep equipment decisions relevant as your career progresses. They tend to either make an item "exotic" in function or offset penalties associated with your choices. Naturally, this second category of Proficiency Tricks should only become available at the point of someone's career where the drawbacks outweigh the benefits. For example, Sais for disarming reach this point the moment you gain proficiency in them (zing!). One thing to keep in mind: try to avoid Proficiency Tricks that make already good combos better. For example, a skill trick to make Greataxes deal double damage while charging is going to be ridiculous if any charge build can get access to it (in addition to double damage probably being too potent for skill tricks). I would also stay away from things that either make reach weapons better or provide weapons reach all the time (once/round, or only during your turn aren't so bad). Proficiency Tricks have the following reqs:
a) Item wielded or worn.
b) Proficiency in said item.
c) BAB reqs. As purely martial techniques, Proficiency Tricks tend to have a BAB requirement of at least +1.
d) Skill reqs. As important as BAB reqs, but should not be terribly high (though they might require multiple skills). In most instances, they should be reasonably achievable as cross-class skills. These tricks indicate a familiarity with the associated skills, but rather than dedicated training with the skill, it represents specific combat training applying the skill's concepts.
e) In some instances, feats make good reqs. These should always strive to be low-investment feats (those with very few prereqs of their own), and usually aim to make a "meh" feat more effective, given the correct gear. While these sorts will typically have low BAB and skill reqs, they should still adhere to rules a) through d).
A word on Skill Reqs: The skill reqs will typically be physical skills. But when you're not sure what to use, remember good ol' Martial Lore. As a skill that represents knowledge of warfare, it fits very well for pulling out special tricks reminiscent of the way Sublime classes Initiate. In fact, regardless of what other skill reqs your Proficiency Trick has already, consider adding a req of 1-4 ranks in Martial Lore, especially if it's already a bit high on the power level. Many Proficiency Tricks are the results of ingenuity or improvisation. If a Proficiency Trick requires physical modifications to equipment, consider adding a scant few ranks in a Craft skill as a prerequisite.
Purchasing Proficiency Tricks: Purchasing a Proficiency Trick costs 2 skill points, just like any other skill trick. However, skill tricks and proficiency tricks do not count towards the same limits. You may have a number of proficiency tricks equal to 1/2 your BAB, rounded UP.
Too much investment?While the low skill reqs are intended to keep these relatively low investment, it's definitely not outside the realm of reason to either a) up skill ranks for classes across the board or b) give classes extra proficiency tricks as a class feature. For example, Fighters could get them at 5 odd levels, or even 9 of them. Monks and [s]rogues[/sl] paladins are also good candidates for an "extra skill trick" class feature.
I want the concept PEACHed, so I'm going to put some sample proficiency tricks in the 2nd post instead, to keep the focus of the 1st post on the process. Do tell if you have ideas for improvement.