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It seems logical to me that any skill must be created with at least two different types of characters in mind. If a person really wanted to max out their skill, and the GM was willing to humor them, then I think the skills system is so fundamentally, mathematically flawed that it would be impossible to create a well balanced skill. The other type of character which the system must be balanced for, the Moderately Invested Character, is much simpler. At first level, there’s already a variance of 6 between the moderately invested and the focused characters.
Forging ahead, now that we know which ranges the two character types will have available to them at each level, the question becomes: what acts should a character be able to perform at a given level? Further work on my part is required, but at this juncture I’m eager to hear what others think.
I’m going to hand you a page out of your own book (albeit possibly not the right one).
I also have a significantly different idea more in tune with my style of mechanics which is waiting in the wings. Spending 10% of a campaign looking for 1 magic item does seem a bit excessive, so I see where you’re coming from there.
But for crafting, the system seems to suggest that those with only moderate training have at least a 5% chance of creating a masterpiece (if they roll a 20 on their skill check). Is this a system you’ve drafted, and if so, do you have it online anywhere to be read? I also increase all but Wizards, Witches, & Alchemists Skill Ranks by 2 and make the minimum Skill Ranks 2 instead of 1. I prefer small changes that way new players don’t need as much adjusting to my methods.
What if you got points per week based on your skill level that you could put towards various crafting tasks, along with a “quality ceiling” also based on the skill level? Ya know, I was intentionally avoiding that option, because my goal here was to make crafting work within the frame of the skills system. In the United States Army "tabs" are patches displaying a word or words that are worn above the shoulder patch that identifies the unit to which the soldier belongs. Tabs are valued uniquely in the US Army because images rather than words are traditionally used for the symbolism of the shoulder patch worn to identify a soldier's unit.
Some tabs are awarded to recognize an individual soldier's skill or marksmanship and are worn by a soldier permanently. The President's Hundred Tab is a marksmanship tab which is authorized for soldiers who qualify among the top 100 scoring competitors in the President's Match held annually at the National Rifle Matches at Camp Perry, Ohio. On 27 May 1958, The National Rifle Association requested the Deputy Chief of Staff for Personnel's approval of a tab for presentation to each member of the "President's Hundred." NRA's plan was to award the cloth tab together with a metal tab during the 1958 National Matches.
The Special Forces Tab is a service school qualification tab of the United States Army, awarded to any soldier completing either the Special Forces Qualification Course, or the Special Forces Detachment Officer Qualification Course. The Special Forces Tab was created in 1983 and is an embroidered quadrant patch worn on the upper left sleeve of a military uniform. The Mountain Tab is a part of the shoulder sleeve patch of the 10th Mountain Division (Light Infantry) and the 86th Infantry Brigade Combat Team (Mountain). The Honor Guard Tab is a part of the shoulder sleeve patch of the 3d US Infantry Regiment (The Old Guard) and other specially selected units.
On 31 December 2012, the DCSPER approved another Honor Guard Tab for wear by select Army National Guard Honor Guard units. The "JUNGLE EXPERT" tab was often worn by graduates of the Jungle Operations Training Center until the school became inactive in 1999.
The "RECONDO" tab was often worn by graduates of a reconnaissance and infantry skills school that was terminated in the 1970s.
It is an odd day today since we stayed up to 3 AM watching the new Avengers movie and today is an overcast and rainy day. The problem is that there really isn't going to be a straight conversion "formula" for converting between disparate game systems.
Converting over a 3.5 or Pathfinder PC to HackMaster can be done, but it wouldn't be without difficulty. Overall I would be thinking that it might be necessary to "roll back" the PC to an earlier level, but we'd want to look at the character overall and get the "essence" of the character moved over. Saja was a 5th level Rogue and a 1st level Sorceror, which is a 6th level PC, but looking at her spell selection I can see that all her spells are supporting spells for her thief work, and she isn't that great of a Mage. While I'm looking at it I'll choose her spell list: Apprentice (Aura of Innocence, Repair, Repel), Journeyman (Sense Magical Aura, Freeze Water, Bar Portal), 1st Level (Bash Door, Shrink, Wall Walk), 2nd level (Perspicillum). At this point I'd list out all her Hackmaster skills with the base ability according to her stats and I'd also increase her Hide and Sneak rolls by one for being a Halfling. Basically we don't "need" any quirks or flaws, but the quirk Chatterbox fits from her description.
I've mentioned several times on this blog that I used to travel a fair amount in my old job.
I slaved away today for 5-6 hours turning the PC record sheet for HackMaster into a PDF form. In an earlier post I mentioned how Jolly Blackburn cursed my dice , causing them to completely abandon me in a time of need.



Not-So-Random Musings by Christopher Stogdill is licensed under a Creative Commons Attribution-NonCommercial-NoDerivs 3.0 United States License. 3rd edition d d character sheets Please note that due to manufacturer restrictions, we are unable to ship HASBRO products outside the United& .. Skilled: Humans gain an additional skill rank at first level and one additional skill rank at each additinal level.
Weapon and Armor Proficiency:Paladins are proficient with all simple and martial, with all types of armor (heavy, medium, and light), and with shields (except tower shields). Smite Evil (Su): Once per day, an paladin can call out to the good powers to crush the forces of evil. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to his Charisma modifier to his AC against attacks made by the target of the smite. The smite evil effect remains until the target of the smite is dead of the next time the paladin rests and regains his uses of this ability. Quentin grew up in his father's shadow, even though by age 16 he towered over him, Sir Gregor Thorsin. Weapon and Armor Proficiency: Anti-Paladins are proficient with all simple and martial, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Smite Good (Su): Once per day, an paladin can call out to the good powers to crush the forces of evil. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to his Charisma modifier to his AC against attacks made by the target of the smite.
The smite evil effect remains until the target of the smite is dead of the next time the paladin rests and regains his uses of this ability. Whether the skill is a crafting or knowledge skill, or any other skill for that matter, this character is determined to be the best at what they do. But when attempting to craft these skills, I will assume that the players are not quite so obsessive, and the GM is not so foolish to indulge them if they are. They do not make this skill a priority, but it is a class skill, and they do put skill points into it at each level. Materials cost will obviously help limit this crafting, but it’s important to me that I avoid requiring feats in this system. Die roll with bonuses and negatives based on time spent working on the item, research done, and past item creation. Personally I don’t like any published magic item creation rules so this have me the opportunity to work on my own.
So a roll of 20 won’t automatically result in a masterpiece, nor will a roll of 1 automatically result in a failure. Strictly speaking, no rolls would be required, though you could add in some randomness for interest if desired.
It is only to identify an individual soldier's or a whole unit's special skill that an additional shoulder patch is worn that uses words rather than images to symbolize this skill. These tabs are also considered badges and have metal equivalents that are worn on the soldier's chest if their uniform does not have a place for shoulder patches (e.g.
This is a permanent award which will stay with the individual, there is no annual requirement to maintain the President's Hundred Tab. Soldiers who are awarded the Special Forces Tab are authorized to wear it for the remainder of their military careers, even when not serving in a Special Forces command. Often these tabs are worn on the underside of pocket flaps so as not to violate uniform regulations. All players need to make their first post a character sheet post and after everyone has checked in I will start the game.
He served him as a squire and followed him to tournament after tournament until finally his father was defeated. Since his defeat he had become a violent drunkard and resorted to stealing and cheating to earn his next bit of coin. A paladin, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. I’ve got a completed, but unpublished post from mid Summer where I went on a rather vitriolic rant about the failings of the skills system, based on one of those unsuccessful attempts. Through luck or point-buy, they start the game with an 18 in the associated ability score, and they select a race which grants them a +2 bonus to that ability score. However, a moderately invested character should never feel as though the skill isn’t useful to them, nor should a focused character receive such significant rewards that they become overpowered. Those may not sound like very large numbers, but notice that a 10th level focused character has reached the same level of expertise that a 20th level moderately invested character can.
They’re also available for sale in large cities, so in the assumed Pathfinder campaign setting, +1 swords should be available to a character who has sufficient gold.
If every magic item required that much work, then a single crafting character could take over the entire game. A masterpiece might be DC: 35 for example, meaning a character must have at least +15 in the skill before they have a 5% chance to create a masterpiece.
For example, while any member of a special forces unit will wear the unit identifying patch that includes an arrowhead, sword, and lightning, only soldiers who have completed special forces training will have been awarded and wear an additional patch containing the words "SPECIAL FORCES" (i.e. In order of seniority, they are the President's Hundred Tab, the Special Forces Tab, the Ranger Tab, and the Sapper Tab.


The Special Forces Tab can be revoked by the Chain of Command, for example DUI, or misconduct as a Special Forces Soldier.
Each year 8 are awarded for Rifle, 8 are awarded for pistol, two are awarded for Sniper, and two are awarded for Machine gun. Airborne forces are military units, usually light infantry, set up to be moved by aircraft and 'dropped' into battle. The tab was never recognized army wide, but enjoyed a quasi-official status much like that of the Cavalry Stetson.
If this target is evil, the paladin adds his Charisma bonus on his attack rolls and adds his paladin level on all damage rolls made against the target of his smite. It was in this time of great stress that the young Quentin began to faintly hear the calling of Heironous. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range. If this target is evil, the paladin adds his Charisma bonus on his attack rolls and adds his paladin level on all damage rolls made against the target of his smite. Regardless of the system’s failings, though, I do think that both of these skills are beneficial to the game and could be improved from their RAW state without fundamentally changing the way the skills system works. Every four levels, they improve that ability score by 1 point, culminating in a +6 modifier at level 8, and a +7 modifier at level 16. Some races receive bonuses for specific skills, such as the gnomish +2 racial bonus to craft. That, I think, is a sufficient level of involvement that a player should expect to see solid, level appropriate returns on their decision to invest in this skill, whatever it may be.
Players with less skill than a moderately invested character can be legitimately viewed as handicapped in the skill, and should not expect full at-level rewards from it. According to the wealth by level guidelines, a level 4 character should have 6,000 gold, so I think it’s safe to say that a character is meant to have +1 weapons by level 4.
Participants compete against all the other soldiers who have already received the award, so in Texas there might only be one or two new recipients each year. Thus they can be placed behind enemy lines, and have an ability to deploy almost anywhere with little warning. These include tabs containing the words "SNIPER", "AIR ASSAULT", "FISTER", "SCOUT", and "RECON".
That is, the tab was often authorized to be worn by graduates of the school by local commanders and by members of the United States Army South specifically. If the target of the smite good is an outsider with the good subtype, a evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. His father did teach him the basics of combat and he had a strong back from his days carrying his father's equipment, equipment that the young Quentin had stored in a safe place. If the target of the smite good is an outsider with the good subtype, a evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses.
Often, masterwork tools give characters a functionally permanent circumstance bonus to their checks. And characters with greater skill than a focused character can be considered overpowered already.
If characters are to be able to craft magic items using the crafting system (as is my goal), then what should be the DC of crafting a +1 sword? Part of my thinking is that if the item’s creation requires only basic materials and gold, then that should be sufficient.
Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
And, obviously, this character has selected a class for which this skill is a class skill, and places new points into the skill at each level.
There are even magical items which increase competency with a skill, though in my opinion these should be almost entirely ruled out of the game for reasons which will become obvious in a moment. That gives the moderately invested character a 25% chance of success at level 4, and the focused character a 40% chance of success at level 1. Your proposed rules for learning a language translate swimmingly to learning a trade or craft. You could even make them have to learn from someone who already works in the field of magic item creation. Have them determine how many weeks they will devote to crafting, and give them bonuses or negatives for how long they spend working on it compared to how long you think it should take.
Research and talks with sages and people in the field would help them know appropriate lengths of time.
Assign a DC based on whether the item is minor, medium, or major, giving a bonus to the roll for the items they have made in the past (or cut out the die roll altogether). If they fail that die roll, instead of saying the creation fails completely, come up with a similar, but vastly underpowered (or even cursed!) version of what they’re trying to create.



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