Thread Rating:
  • 0 Vote(s) - 0 Average
Share Thread:
[BECMI] Special Skills
#1
This assumes you are using the General Skill optional rules originally appearing in the Gazetteers and later presented in the RC.

I have added a house rule regarding some skills that I consider a bit problematic:

Special Skills
These skills are a little different from most General Skills. As a limitation, PCs may not spend more than one skill slot on such a skill at 1st level. Here's a list of Special skills, though more may be added to the list later.
  • Danger Sense : Allows additional Awareness check to avoid surprise
  • Rapid Fire (Gaz 13): May fire two arrows per round at a -3 penalty
  • Dodge (Rake Ability): Adds +1 to AC when wearing Leather or Lighter Armor
  • Alertness: Allows weapon drawn even upon surprise and allows waking up at moment of danger.
  • Blind Shooting
  • Quick Draw: +2 to individual initiative for bows.
  • Prepare Poison
  • Martial Arts

Assuming you use the General Skill rules, how would you handle these specific skills?

-Havard
Currently Running: The Blackmoor Vales Saga
Currently Playing: Daniel S. Debelfry in the Throne of Star's Campaign
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)