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	<title>Comments on: Awesoming up players and house rules in the CAB game and in the future</title>
	<atom:link href="http://criticalanklebites.com/2008/02/21/awesoming-up-players-and-house-rules-in-the-cab-game-and-in-the-future/feed/" rel="self" type="application/rss+xml" />
	<link>http://criticalanklebites.com/2008/02/21/awesoming-up-players-and-house-rules-in-the-cab-game-and-in-the-future/</link>
	<description>Snow, ice, and rolling dice!</description>
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		<title>By: Graham</title>
		<link>http://criticalanklebites.com/2008/02/21/awesoming-up-players-and-house-rules-in-the-cab-game-and-in-the-future/#comment-131</link>
		<dc:creator>Graham</dc:creator>
		<pubDate>Thu, 10 Apr 2008 16:52:33 +0000</pubDate>
		<guid isPermaLink="false">http://criticalanklebites.com/2008/02/21/awesoming-up-players-and-house-rules-in-the-cab-game-and-in-the-future/#comment-131</guid>
		<description>Nope.  No fewer skill points.  For two reasons.

1) This allows someone like a Fighter to get more out of his cross-class skills.  It doesn&#039;t make him any more powerful, though.

2) This allows a Rogue to take skills that they want to, instead of only taking the &quot;required&quot; skills.

I mean, let&#039;s say we have a Rogue with a 10 Int.  8 skills at max.

A Rogue &quot;needs&quot; to take:
- disable device
- open lock
- search
- hide
- move silently
- sleight of hand
- spot
- listen

in order to be an effective sneaky thief.

If the player wants to get in and out of places, they also need:
- balance
- climb

And since the Rogue is usually going to be the &quot;face&quot; of the party as well, they need:
- bluff
- diplomacy
- gather information
- sense motive

Even if not the face, they still need bluff for feinting and sneak attacks.

To be effective in combat, add in:
- tumble

Now, that&#039;s 15 skills right there.  With only 8 skill points per level, it&#039;s impossible to keep 15 skills at max.

Even with my revisions, it&#039;s impossible for such a rogue to keep all these skills up.  But it&#039;s easier.  And it makes it easier for another player to take some of the load off.</description>
		<content:encoded><![CDATA[<p>Nope.  No fewer skill points.  For two reasons.</p>
<p>1) This allows someone like a Fighter to get more out of his cross-class skills.  It doesn&#8217;t make him any more powerful, though.</p>
<p>2) This allows a Rogue to take skills that they want to, instead of only taking the &#8220;required&#8221; skills.</p>
<p>I mean, let&#8217;s say we have a Rogue with a 10 Int.  8 skills at max.</p>
<p>A Rogue &#8220;needs&#8221; to take:<br />
- disable device<br />
- open lock<br />
- search<br />
- hide<br />
- move silently<br />
- sleight of hand<br />
- spot<br />
- listen</p>
<p>in order to be an effective sneaky thief.</p>
<p>If the player wants to get in and out of places, they also need:<br />
- balance<br />
- climb</p>
<p>And since the Rogue is usually going to be the &#8220;face&#8221; of the party as well, they need:<br />
- bluff<br />
- diplomacy<br />
- gather information<br />
- sense motive</p>
<p>Even if not the face, they still need bluff for feinting and sneak attacks.</p>
<p>To be effective in combat, add in:<br />
- tumble</p>
<p>Now, that&#8217;s 15 skills right there.  With only 8 skill points per level, it&#8217;s impossible to keep 15 skills at max.</p>
<p>Even with my revisions, it&#8217;s impossible for such a rogue to keep all these skills up.  But it&#8217;s easier.  And it makes it easier for another player to take some of the load off.</p>
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		<title>By: Noumenon</title>
		<link>http://criticalanklebites.com/2008/02/21/awesoming-up-players-and-house-rules-in-the-cab-game-and-in-the-future/#comment-129</link>
		<dc:creator>Noumenon</dc:creator>
		<pubDate>Thu, 10 Apr 2008 16:24:19 +0000</pubDate>
		<guid isPermaLink="false">http://criticalanklebites.com/2008/02/21/awesoming-up-players-and-house-rules-in-the-cab-game-and-in-the-future/#comment-129</guid>
		<description>Since you eliminated six skills, do you give out fewer skill points?  Rogues get so many skill points they might have split the skills out in the first place just to soak some of them up.</description>
		<content:encoded><![CDATA[<p>Since you eliminated six skills, do you give out fewer skill points?  Rogues get so many skill points they might have split the skills out in the first place just to soak some of them up.</p>
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	<item>
		<title>By: Graham</title>
		<link>http://criticalanklebites.com/2008/02/21/awesoming-up-players-and-house-rules-in-the-cab-game-and-in-the-future/#comment-86</link>
		<dc:creator>Graham</dc:creator>
		<pubDate>Fri, 22 Feb 2008 22:19:04 +0000</pubDate>
		<guid isPermaLink="false">http://criticalanklebites.com/2008/02/21/awesoming-up-players-and-house-rules-in-the-cab-game-and-in-the-future/#comment-86</guid>
		<description>Update: Tentative house rule, will be tried out next game:

Spontaneous Cure spells are swift actions, except for the highest level Cure spell you can cast.

This will likely apply to Mass Cure when we reach that point.

This will likely not apply to Heal.

Example, at level 3, spontaneous Cure Minor or Light are swift actions, while spontaneous Cure Moderate is a standard action.</description>
		<content:encoded><![CDATA[<p>Update: Tentative house rule, will be tried out next game:</p>
<p>Spontaneous Cure spells are swift actions, except for the highest level Cure spell you can cast.</p>
<p>This will likely apply to Mass Cure when we reach that point.</p>
<p>This will likely not apply to Heal.</p>
<p>Example, at level 3, spontaneous Cure Minor or Light are swift actions, while spontaneous Cure Moderate is a standard action.</p>
]]></content:encoded>
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	<item>
		<title>By: Graham</title>
		<link>http://criticalanklebites.com/2008/02/21/awesoming-up-players-and-house-rules-in-the-cab-game-and-in-the-future/#comment-85</link>
		<dc:creator>Graham</dc:creator>
		<pubDate>Thu, 21 Feb 2008 19:16:22 +0000</pubDate>
		<guid isPermaLink="false">http://criticalanklebites.com/2008/02/21/awesoming-up-players-and-house-rules-in-the-cab-game-and-in-the-future/#comment-85</guid>
		<description>Oh, and I missed one in the post.  I&#039;ll add it here now.

&lt;blockquote&gt;&lt;b&gt;Healing&lt;/b&gt;

Healing is maximized.  This takes a bit of the stress off the cleric, allows him to use his spells more often for non-healing things, and allows the party to go longer in a day before stopping.&lt;/blockquote&gt;

I believe I stole this from Andy Collins, but I can&#039;t find his original suggestion for it.

As such, I already have a minor method to prevent Clerics from wasting all their spells on healing.  Thus my largest concern is using all their actions on healing.

As such, I&#039;m really leaning towards the swift-cure or the Second Wind abilities.

Thoughts?</description>
		<content:encoded><![CDATA[<p>Oh, and I missed one in the post.  I&#8217;ll add it here now.</p>
<blockquote><p><b>Healing</b></p>
<p>Healing is maximized.  This takes a bit of the stress off the cleric, allows him to use his spells more often for non-healing things, and allows the party to go longer in a day before stopping.</p></blockquote>
<p>I believe I stole this from Andy Collins, but I can&#8217;t find his original suggestion for it.</p>
<p>As such, I already have a minor method to prevent Clerics from wasting all their spells on healing.  Thus my largest concern is using all their actions on healing.</p>
<p>As such, I&#8217;m really leaning towards the swift-cure or the Second Wind abilities.</p>
<p>Thoughts?</p>
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		<title>By: ChattyDm</title>
		<link>http://criticalanklebites.com/2008/02/21/awesoming-up-players-and-house-rules-in-the-cab-game-and-in-the-future/#comment-82</link>
		<dc:creator>ChattyDm</dc:creator>
		<pubDate>Thu, 21 Feb 2008 16:30:00 +0000</pubDate>
		<guid isPermaLink="false">http://criticalanklebites.com/2008/02/21/awesoming-up-players-and-house-rules-in-the-cab-game-and-in-the-future/#comment-82</guid>
		<description>Great post Graham.  You nailed applying the Rule of Cool.

I definitively will consider using the Sorcerer arrow (calling it arcane bolt or something).

As we talked about it online, I&#039;m also very interested in making divine Spellcasters allowed to heal without having to use spell slots/prepared spells.</description>
		<content:encoded><![CDATA[<p>Great post Graham.  You nailed applying the Rule of Cool.</p>
<p>I definitively will consider using the Sorcerer arrow (calling it arcane bolt or something).</p>
<p>As we talked about it online, I&#8217;m also very interested in making divine Spellcasters allowed to heal without having to use spell slots/prepared spells.</p>
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