The Mystics acrobatic ability is an easy one to steal!
This subsystem in itself is pretty flawed. A Mystic can do Jumps and Flips, move over difficult terrain without penalty and stuff like that, but he gets a -20% xp-penalty for something that should be possible with any character in any game. Plus: it's in addition to the skill system presented in the RC, which is making it kind of redundant. But here is the interesting part (quoting Rules Cyclopedia, p. 30):
"The mystic's chance to perform any of these
actions successfully is calculated this way: Three
times the mystic's Dexterity score plus two times
the mystic's experience level equals the mystic's
percentile chance to perform the action.
Acrobatics Check =It made me thinking. Using it for specific actions is not working (with a skill system, etc.), but describing it as some kind of special advantage a character has might just do fine for flavour. Now it looks like this:
d% roll vs. ([3 x Dex] + [2 x Lvl])"
Special Advantage =
d% roll vs. ([3 x significant attribute] + [2 x Lvl])
+ 100 xp to base value of chosen class (using this again)
Example?
A player in my group wanted to play a fighter of noble heritage. With this subsystem it turned out to be:
Noble Heritage =With level 3 and 15 CHA he had a 51% chance to use his noble heritage in the game, be it to intimidate officials, to get informations from other nobles or whatever he and the DM think fits in a given situation. One time he demanded a fair duell, because the group was outnumbered and he saw a chance to appeal to the honour of the bandits leader.
d% roll vs. ([3 x Charisma] + [2 x Lvl])
xp needed to reach level 2 = 2100 (2000 xp as fighter + 100 xp)
It's not much, but I figured it gives players one more tool to interact with the game world and adds a little flavour without taking too much space...
*I realized I'm going to need this for a post about halflings in the (very) near future. It's short enough and I will reference it quite often.
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