Ok, this is a rather simplistic idea that lets a player choose a specialization for his character.
Weapon Specialization: Any class who is trained in at least two weapons can choose one of them to specialize in. The character receive a -2 to attacks with every weapon available to him (he neglected part of his weapon training) but gains a +2 to attacks and a +1 to damage with the chosen weapon.
Thieves Skills Specialization: Thieves and character with similar skills can choose one of them to gain a +15% specialization bonus, but they will suffer a -10% on the rest of the skills he possesses.
Spells Specialization: A Spell-caster can specialize in a determined "theme" be it a god, an element, a school, etc, once this it done the character will treat all "related spells" (determined by the GM) as one lower level, every other spell will be treated as one level higher.
Turning Specialization: If the Class gives a "turning-type" ability the character can choose one of his objectives and be treated as 3 levels higher when turning that objective but he will be treated as 1 level lower for Turning purposes against the rest of his available objectives.
Notes:
A character can specialize an amount of times as determines by the GM but each permitted specialization must be directed towards a different area.
Spell & Specialization: I choose this method instead of several others principally because any other of my ideas involved creating new spells or special abilities, but doing this is complicated and not every GM will pull it off easily.
The idea of the Penalties (which can be modified as the GM wishes) is to make the Specialization entirely optional and not-related to extra mechanisms.
Specialization
- Dimirag
- Posts: 2711
- Joined: Thu Oct 06, 2011 1:24 pm
- Location: Buenos Aires (C.A.B.A.), Argentina
- Contact:
Specialization
Sorry for any misspelling or writing error, I am not a native English speaker
Drawing portfolio: https://www.instagram.com/m.serena_dimirag/
Drawing portfolio: https://www.instagram.com/m.serena_dimirag/
Re: Specialization
All in all, simple systems you suggest. Certainly workable.
For Fighters I prefer the Combat Options Supplement. It works great, is fairly simple, and otherwise just fits my idea of continuing specialization.
I would be inclined to use a Spell Specialization method, but I would instead try to make it work like the Combat Options Supplement... meaning:
The MU gets one 'spell' specialization rank at 1st level and at each 3rd level after (4th, 7th, 10th...) which can be applied to a single spell known by the MU. Each Rank adds 1 to the caster's effective level while casting a spell (increasing range, duration, damage, etc. that are level determined). Subsequent ranks can be applied to the same spell or to other known spells. Multiple ranks applied to a single spell would increase the effective caster level by the number of ranks so applied. At upper levels, I allow specialized casters to exceed the normal maximums stated in spell descriptions. For instance, Magic Missile is normally limited to 5 missiles at 13th level, so could potentially be 6 missiles at 16th level caster (upper limited of such spells determined by GM on case by case basis). For some spells, the GM might need to determine other methods to increase effectiveness of the spell for specialists.
Clerics could theoretically use a similar mechanism, but I would dictate that their deity/religion might limit choices to those favored by their faith.
Thieves, at least for me, specialize by the selective application of their points using the Point Allocation method in the core rules. Not sure I would tweak that further. I suppose your system would work as a 1 time application of specialization.
For Fighters I prefer the Combat Options Supplement. It works great, is fairly simple, and otherwise just fits my idea of continuing specialization.
I would be inclined to use a Spell Specialization method, but I would instead try to make it work like the Combat Options Supplement... meaning:
The MU gets one 'spell' specialization rank at 1st level and at each 3rd level after (4th, 7th, 10th...) which can be applied to a single spell known by the MU. Each Rank adds 1 to the caster's effective level while casting a spell (increasing range, duration, damage, etc. that are level determined). Subsequent ranks can be applied to the same spell or to other known spells. Multiple ranks applied to a single spell would increase the effective caster level by the number of ranks so applied. At upper levels, I allow specialized casters to exceed the normal maximums stated in spell descriptions. For instance, Magic Missile is normally limited to 5 missiles at 13th level, so could potentially be 6 missiles at 16th level caster (upper limited of such spells determined by GM on case by case basis). For some spells, the GM might need to determine other methods to increase effectiveness of the spell for specialists.
Clerics could theoretically use a similar mechanism, but I would dictate that their deity/religion might limit choices to those favored by their faith.
Thieves, at least for me, specialize by the selective application of their points using the Point Allocation method in the core rules. Not sure I would tweak that further. I suppose your system would work as a 1 time application of specialization.
Is it really the end, not some crazy dream?
Find Me:
https://mewe.com/i/robertsmoot
See my shirt designs:
https://www.teepublic.com/user/smoot-life
Find Me:
https://mewe.com/i/robertsmoot
See my shirt designs:
https://www.teepublic.com/user/smoot-life
- Dimirag
- Posts: 2711
- Joined: Thu Oct 06, 2011 1:24 pm
- Location: Buenos Aires (C.A.B.A.), Argentina
- Contact:
Re: Specialization
Yes, they are a one time specialization.
The Thieves Skill Specialization is intended for using with the standard skill progression.
As for the Fighters Specialization, it work well, but its a "free" spec, if you choose not to take it you gain nothing, and I know my players will take specs because its an "extra improvement". In 2E you must choose between learning a new weapon or specializing in one you already know, but BFRPG doesn't use combat proficiencies, which means that adding anything similar must come with a secondary (optional) use or otherwise will be a lost "currency".
The Thieves Skill Specialization is intended for using with the standard skill progression.
As for the Fighters Specialization, it work well, but its a "free" spec, if you choose not to take it you gain nothing, and I know my players will take specs because its an "extra improvement". In 2E you must choose between learning a new weapon or specializing in one you already know, but BFRPG doesn't use combat proficiencies, which means that adding anything similar must come with a secondary (optional) use or otherwise will be a lost "currency".
Sorry for any misspelling or writing error, I am not a native English speaker
Drawing portfolio: https://www.instagram.com/m.serena_dimirag/
Drawing portfolio: https://www.instagram.com/m.serena_dimirag/
Who is online
Users browsing this forum: No registered users and 16 guests
