01-08-2020, 12:25 PM
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.
Assuming you use the General Skill rules, how would you handle these specific skills?
-Havard
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
Currently Playing: Daniel S. Debelfry in the Throne of Star's Campaign