Combat Skill Split
Last changed: -84.114.169.145 - 2006-06-01 - 12:14 AM

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Some people dislike the emphasis on 'combat balance' added to the skill system in 4e. Under this house rule, there are two sets of skill costs; one for combat skills, and one for non-combat skills.

Combat Skills

Combat skills are those with obvious martial or esoteric function. Combat skills cannot be learned halfway; a full point must be put into them, or not at all.

Combat Skill Table

Skill Level E A H VH
Attribute-3 - - - 1
Attribute-2 - - 1 2
Attribute-1 - 1 2 4
Attribute 1 2 4 8
Attribute+1 2 4 8 12
Attribute+2 4 8 12 16
Attribute+3 8 12 16 20
Attribute+4 12 16 20 24
Further +1s +4 +4 +4 +4

List of Combat Skills

Note that Brawling is explicitly not a Combat skill.

At the GM's option, certain other skills can be added to the Combat category if genre-appropriate (e.g., Occultism in a horror game, or Weird Science in a lootem postapoc game).

Noncombat Skills

Noncombat skills are scholastic, professional, or character flavor in nature, they can be learned at the half-point level.

Noncombat Skill Table

Skill Level E A H VH
Attribute-4 - - - 0.5
Attribute-3 - - 0.5 1
Attribute-2 - 0.5 1 2
Attribute-1 0.5 1 2 4
Attribute 1 2 4 6
Attribute+1 2 4 6 8
Attribute+2 4 6 8 10
Attribute+3 6 8 10 12
Attribute+4 8 10 12 14
Further +1s +2 +2 +2 +2

List of Noncombat Skills

All other skills are Noncombat.

Question
Comment
Comment
THONA: This is an intereresting approach. An alternative would be to give weapons skill penalties. This would allow a more granular tuning (for specific weapons), basically treating every weapon as a separate technique to the skill. Certain weapons may just have low damage but be easy to use.