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Post by slortar on Jan 27, 2010 12:11:38 GMT -5
Good point.
I think it probably depends on how many ideas we come up with for "spells". Doing 9 levels would require (yikes)...maybe 6 spells each, minimum, for it to be worthwhile and that's...a lot, even if we duplicate a few of them between classes.
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Post by finarvyn on Jan 27, 2010 13:57:44 GMT -5
Here is a start to a list. I haven't tried to assign "levels" ...
COMMAND • Diplomacy (persuade or orate) • Leadership (motivate or improve morale) • Tactical Edge (bonus to combat) • SCIENCE • Research (get a hint or clue about a subject) • Identify Technology (who made it, when it was made) • MEDICAL • Diagnose Disease (synthesize an antidote) • Research (get a hint or clue about a subject) • Cure Wounds (light) • Surgery (repair major damage) • SECURITY • Crack Shot (bonus to long-distance shot) • Tactical Edge (bonus to combat) • Computer Hack • ENGINEERING • Diagnose (determine the cause of a problem) • Repair (fix pre-existing equipment) • Macgyver (improvise tech to build something) •
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Post by finarvyn on Jan 27, 2010 14:02:40 GMT -5
By the way, I was just looking at the Where No Man Has Gone Before 2.0 rules set and there is an awesome list of talents and skills and stuff that could fit wonderfully with this project. We may just need to steal from WNMHGB2... :-)
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Post by slortar on Jan 27, 2010 14:30:21 GMT -5
Thieve away. ;-)
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Post by aramis on Feb 3, 2010 14:09:57 GMT -5
The best solution to the "bland classes" is to have them earn XP differently, and to use Class as a modifier to stat checks.
A Doctor gets XP for healing, doing medical reasearch, etc, but not for brawling. A Security guard gets XP for brawling, shooting, talking people into surrendering, but not for repairing shuttlecraft nor performing surgery.
Modifying stat checks is simple: add level to the stat for in field use, and stat only for out of class use.
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