Of Men and Mer
Modifying the game system for better gaming
Combat encounters in this campaign will be more intense, dramatic and fast. Faster combat encounters will be an exciting extension of campaign storytelling that won’t dominate gaming sessions. The actions of player characters and enemies in combat will have greater effect. A character will have the ability to use basic weapons with increasing proficiency so that what should be a crippling blow does not wither to a scratch solely because of a dice roll.
An adventurer’s life is filled with danger. To survive, an adventurer needs to become experienced in skills that keep her alive. A player can gain points in combat skills to increase their proficiency with weapons of a given group. These additional skills comprise a short list: archery, axes, blades, blunt weapons and magic. If a character gains many points in axes and no points in blades their character will receive bonuses to hit and damage with axes but still be clumsy with swords and daggers. Points in these skills will be awarded by the DM during play.
A character who is experienced with a weapon will not have the misfortune of dealing piddly amounts of damage simply because the player controlling them makes an unfortunate roll. For instance a character experienced with blades wielding a d8 sword might deal 5-12 damage instead of 1-8. However, skill points will have their limitations. A character using a low quality weapon will not be able to add to their skills beyond a certain point until they acquire a better weapon.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save|
|11th||+11/ +6/ +1||+7||+3||+3|
|12th||+12/ +7/ +2||+8||+4||+4|
|13th||+13/ +8/ +3||+8||+4||+4|
|14th||+14/ +9/ +4||+9||+4||+4|
|15th||+15/ +10/ +5||+9||+5||+5|
|16th||+16/ +11/ +6/ +1||+10||+5||+5|
|17th||+17/ +12/ +7/ +2||+10||+5||+5|
|18th||+18/ +13/ +8/ +3||+11||+6||+6|
|19th||+19/ +14/ +9/ +4||+11||+6||+6|
|20th||+20/ +15/ +10/ +5||+12||+6||+6|
Keeping In Context
In order to create a cohesive experience for all the players at the table and to foster consistent storytelling the choices that players make about their characters need to be made in character and at the table. For example, a character cannot hope to gain points in their archery skill unless they have at least been carrying a bow for some period of time previous to that choice. Having a bow on hand means the character may find time to practice with it, but if the character, lets say he’s an experienced swordsman, has been too busy slashing at enemies with his sword no points in archery can be gained. If he were to use his bow on those enemies instead of his sword he might have some difficulty killing them but it could afford him the opportunity to add skill points to archery.
Items must also be gained in context. A player does not necessarily have to roleplay the purchase of every item, but there are no superstores in Skyrim and merchants do not keep goods on hand unless they have a good chance of selling them. A trader who shows up in a farming community is not likely to have his oxen burdened with weapons and potions and a blacksmith in that same farming community will be able to craft a basic weapon but will be much more experienced in making latches and lanterns.
Levels in a class can only be gained through an in-game, in-character experience. Characters will not begin the campaign with levels in any of the classes listed in the Core Rulebook. Access to class types may not be available for several levels. When a character levels without access to class benefits they gain basic benefits (table 1-1)