Sutek said:As it is now, gaining +1 to all (BAB thru WILL) at every even level, every class gainst an additional attack at 12th level, also. At least if you're sticking to iterative attacks mechanics (every +6 BAB adds an additional +1 iterative attack). You don't address that in these rules. Now, I'm okay with that applying to martial classes, but Nobles and Sorcerers shouldn't get that progression. Nether should Thieves or Borderers, really. That's why there are three progressions, even though as they stand they allow for (ahem) high accuracy and easy hitting. You will want a broader variation between classes combat wise, otherwise a Srcerer is just as good in close combat as a Barbarian, and that breaks the Feat system, not to mention being rather unrealistic.
In the Conan Survival Thread you were complaining that 4th Edition would be very bad for Conan RPG because classes there are so limited and in Conan a Thief can be a diplomat and so forth.... this is exactly that. Everyone has a chance at everything. Taking feats and abilities for that role reinforces it. Few Scholars have good Strength and take close combat feats with their feat choices. If they do, well, they still can't be as good as same level Soldiers in a fight. Soldier always has that +1 edge in Parry and Attack, has more feats, has more likely abilities for the job and in the end, has higher HD and more Hit Points. So, the classes are not equal even if they are not as widely different from each other as they used to be. When basic increases to attacks and defences are low, stuff like a +1 bonus matters much more. This makes Formation Combat, for example, a much better thing to have. I don't see anything here breaking feats or making any classes worse than before. It only makes all characters more versatile which has always been the spirit of Conan. In the progress, it fixes the annoying high level bugs. A win win situation.
Making Rope Use a DEX check is valid, one could choose to do that. But for that matter, Hide/Stealth could be as well. WHy have the skill list at all? Yes, please do pick and choose and glom them all together, but remember this: One problem we had with 4th edition was that there's no Appraise Skill. Yes, really. We looked it up for about an hour before finally coming to the un-aied conclusion, through deduction rather than any explicit rule, that gems had only four values, and weapons and armor were worth whatever they were in the equipment lists...and everyone in the world has just memorized that crap. It's a silly 'delete' and took a large portion of Role Playing my Thief completely out of the game, because I could no longer have the abiltiy to dupe my fellow party memebers in character with my high Bluff Skill, etc.
Fourth Edition is a whole different game that streamlines everything a lot so that the game is faster. It is not a good basis for comparison. However, I addressed these things in my previous post - about Profession skills etc - so I'm not repeating them.
Honestly, connection between skills is handeld just fine with Synergy in my opinion, and I allow Synergy Bonuses to stack, so that Tumble, Climb and Balance all end up boosting a single Climb check. I just feel like stripping it all back to just a few skills doesn't allow for the customizability that I like, or that the game works really well with. If you enjoy not having the Appraise, Rope Use or Forgery skills...knock yourself out. I just think it's an unnecessary rule change.
The trouble with synergies and other floating bonuses is that they tend to stack incredibly big if you are not careful and players tend to lose their touch on what builds up their skill bonus totals. The first was/is one of the worst problems of 3.5 - just look at all the broken builds based on abusing that, such as building a diplomatic character that can turn anyone from Hostile to Friendly with one Diplomacy check, even middle of combat. Synergy complicates the system even more while gives very little to reinforce it. It only pushes player characters towards selecting one specific talent type and spending all skill points on it. For example, being an athlete means spending points on Tumble, Jump, Balance and so forth to get all the synergy bonuses. In the same way having one talent, such as Stealth, divided among several skills makes the player use skill points to less variety, resulting in more dull, one-sided characters.
Glad you reminded me about multiple attacks and synergy, I'll add them to the first post.