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 Post subject: Alternate Base Mechanic
PostPosted: Oct 14, 2020 12:41 pm 
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Lord of the Regency Council
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Joined: Nov 17, 2009 2:48 pm
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Location: Norway, Europe
Here's an attempt at a more strealined base mechanic for AiF:


Base Mechanic: Roll d% below Characteristic /5 + Education Area + Level

In this version, Education Area (Skill) adds +20 per level of training. Most Education Areas can be taken up to 3 times for a total of a +30 bonus.

WHAT THIS MEANS
The biggest change from the original system is that Education Areas are now a set bonus number instead of a percentage/fraction of a characteristic. In general I think it would also mean that Characteristics become less important compared to Education.

Thoughts?

-Havard

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 Post subject: Re: Alternate Base Mechanic
PostPosted: Oct 14, 2020 2:20 pm 
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Peasant
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Joined: Oct 11, 2020 9:39 pm
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I'm not against this change, but I feel it would require changing pretty much everything since the Courses of Instruction aren't really built around being "skills" as we like to think of them. Many of them are really class analogues, and their rules don't really match with this (heck, they don't even match with with each other most of the time).

As an example, completing Jeweler would now instead of allowing you to "ascertain the value of any gemstone or jewel", will now just give a +20 to an INT or KNO roll to do so?

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 Post subject: Re: Alternate Base Mechanic
PostPosted: Oct 14, 2020 3:45 pm 
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Lord of the Regency Council
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Joined: Nov 17, 2009 2:48 pm
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Location: Norway, Europe

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 Post subject: Re: Alternate Base Mechanic
PostPosted: Oct 18, 2020 10:51 pm 
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Peasant
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