SmootRK wrote:I am not knocking how you want your game to be; when I say I prefer a simpler game, I mean in the overall sense. While any one of your rule additions/modifications are likely very playable, the changes you propose alter the overall game mechanics somewhat. For instance, what skills/feats would I need to give to NPC/Monsters? That is a degree of change that I would avoid. I prefer to keep to the core rule book for most stuff.
The Skills portion of the house rules would rarely apply to monsters and would easily be created on the fly, so I don't see that as a problem.
Feats are always made up on the fly so that isn't an issue either. And, yeah, like I said before... it does change the game mechanics overall. That was my intention. And it moves the game towards a style that I prefer.
Sir Bedivere wrote:On the other hand, I am a player in a 4e game with all its cool feats and powers, and those things don't particularly inspire. We just look them up to make sure we know what they do, say we do them, roll the dice, and that's that. Having them all spelled out takes the creativity away as far as I'm concerned. Plus, we spend our gaming time thinking about feats and powers -- about game mechanics. In simpler games we spend our time thinking about the game world.
I think you are misunderstanding the house rules. There is no pre-defined lists outside of the opening skill bonuses. The skill and feat list you see in the earlier post are samples and examples designed to display the mechanical implications.
In the end, it's a matter of taste. I prefer my RPGs to be like an interactive piece of fiction; the fun is in telling the story as a group. For some in my 4e group, though, I think the fun is in the game mechanics, thinking about how to best coordinate all of their various capabilities to kill monsters.
But... ... ... why can't it be both? Why can't you engage someone with interesting and interactive fiction while giving them cool mechanics to play with?
Sir Bedivere wrote:About your proposed rules, I think it makes things too easy in general, and there's not enough differentiation in some skills. For example, Clerics only get +1 religion knowledge, so that means they only know 5% more about religion; that's just really strange to me. The MU has INT as a prime requisite, so the MU in the group may have a better chance of knowing something about religion than the Cleric does.
That depends on how you deal with it. The house rules specifically state that the Attribute used is up to the folks at the table. Clerics could easily utilize Wisdom whilst narratively justifying its use.
Plus, a Magic-User's (general) lack of involvement with religions could easily garner him a -4 on his Religion Knowledge checks. Unless he puts a point into Religion Knowledge of course.
To justify a low chance of success with Religion Knowledge you could also figure that Religion Knowledge relates specifically to the mythology and rituals of deities. What if the cleric is less of a man of the cloth and more of a random servant of a deity whom gained his powers and drives unwittingly? Maybe the deity speaks to cleric, but for reasons of his own, doesn't preach his history/morals to the cleric (maybe out of shame or some other nefarious plot?).
Also, I'm not so sure how
easy the system is. If you roll 8, 9, 9, 10, 10, 11 for your stats... Even if your PC is an absolute master of some Skill, he'd only have an 80% chance of success against
Standard Difficulty Tasks... and that's only when using his best stat. Imagine, now, using the lesser stats... or better yet... an actually hard task! This is, of course, only if that player dumps Five Levels Worth of Skill bonuses into a single Skill.
If I used this system, I might do something like 1/2 ability score (round down) w/ +3 or +5 for a small number of skills the PC has trained in.
I could see this working. Primary and Secondary Skills, a distinction only made at character creation. +5/+3 then every 3 or 4 levels, add a +1 to a specific Skill or something like that.
Have you looked at the various skills supplements for BF (Backgrounds and Specialties, Background Skills, and Secondary Skills)? I'd be interested to know what you thought about them.
Yeah. Just didn't jive with me I guess.
I never really got into the whole Feats thing, so I don't have much to say about it.
Yeah... its all about making up maneuvers on the spot and applying mechanical implications to them. Not meant to incite arguments at the table but to provide a cinematic element to the game... cinematic and epic whilst still being mechanically relevant.