From: Steve Perrin (steve@perrinworlds.com)
Date: Sun 30 Dec 2001 - 21:53:37 EET
Good stuff.
But how does the player get these feats? You can't do it by level or
I have some similar stuff in a character's beginning development in my
Any thoughts?
Steve Perrin, still expanding when he can
----- Original Message -----
experience point expenditure.
benefits for Quest Rules. And I suppose the rest of it could be something
one gets with cult or guild membership, perhaps paying actual silver for the
privilege of learning. But some things are really developmental that should
come with experience. Do you have a mechanic for getting a new feat? Perhaps
giving them a 10% beginning chance (or perhaps based on something like
Agility or Manipulation) and allowing increase if successfully used?
From: "Leon Kirshtein" <leonbk@yahoo.com>
To: <rq-rules@crashbox.com>
Sent: Sunday, December 30, 2001 9:24 AM
Subject: [RQ-Rules] D&D3 Feats conversion to RQ
> I have been working on converting D&D3 rules to RQ.
> These are my ideas on converting D&D3 feats. Please
> let me know what you guys think.
>
> Leon Kirshtein
>
> Feats:
> Alertness - +10% to Listen and Scan checks.
>
> Ambidexterity - Off-handed weapon skills are at 2/3
> skill from the primary hand.
>
> Armor Proficiencies - Allows a character to rest even
> if wearing armor at a penalty ( -10% from all skills
> per night of rest in armor)
>
> Blind-Fight - You suffer only -50% to hit and parry
> for being unable to see your opponent.
>
> Brew Potion - +20% to Alchemy skill.
>
> Cleave - Allows an additional attack at 1/2 attack
> skill against another opponent, if the first opponent
> is incapacitated the same round.
>
> Combat Casting - +20% to Concentration checks.
>
> Combat Reflexes - character does not incur 3SR penalty
> in between attacks.
>
> Craft Skills - +20% to Enchant (or Ceremony) skill.
>
> Deflect Arrows - 20% base Arrow Cutting skill.
>
> Dodge - +20% Dodge (or +5% Defense) skill.
>
> Empower Spell - 10% base in Empower skill. (allows to
> cast spells with 1.5 time the Intensity for purposes
> of resistance rolls for x2 mp cost)
>
> Endurance - +4 to Con for resistance checks (poisons,
> disease, fear shock, etc)
>
> Enlarge Spell - 10% base in Intensity skill.
>
> Exotic Weapon Proficiency - Base weapon attack at 25%.
>
> Expertise - You may convert up to 25% from your Weapon
> Attack into Parry or Dodge.
>
> Extend Spell - 10% base in Range skill.
>
> Extra Turning - +50% to <Cult> Lore skill.
>
> Far Shot - Choose a missile weapon. When you use this
> weapon, such as a bow, its range increment increases
> by one-half. If it is a thrown weapon, its increment
> is doubled.
>
> Forge Ring - +20% to Enchant (or Ceremony) skill.
>
> Great Cleave - Allows an additional attack at full
> attack skill against another opponent, if the first
> opponent is incapacitated the same round.
>
> Great Fortitude - +2 bonus to Con based checks
> (stackable with Endurance)
>
> Heighten Spell - 10% base in Heighten skill. (allows
> to cast spells at 1.5 time the effect for x2 mp cost)
> Improved Bull Rush - A weapons can not be set against
> you then executing a charge.
>
> Improved Critical - Choose a weapon. With that weapon
> your chance to critical is 1/10th of your skill.
>
> Improved Disarm - You do not have to wait till SR 10
> to strike a weapon.
>
> Improved Initiative - You get -1 to you Dex and Melee
> SR.
>
> Improved Trip - +20% Maneuver skill.
>
> Improved Two-Weapon Fighting - Same as Two-Weapon
> Fighting by allows the use of a Buckler and Two handed
> weapon at no penalty.
>
> Improved Unarmed Strike - 20% base Martial Arts
> skill.
> Iron Will - s+2 Pow for defending vs. spells and in
> spirit combat.
>
> Leadership - x2 Chr during combat situations
>
> Lightning Reflexes - sx2 Dex for purposes of
> calculating skill modifiers.
>
> Martial Weapon Proficiency - Base weapon attack at
> 25%.
>
> Maximize Spell - 10% base in Maximize skill. (allows
> to cast spells at maximum effect for x2 mp cost)
>
> Mobility - Use (Dex * 2) / 5 to determine movement
> rate.
>
> Mounted Archery - 20% base skill at Kushile archery.
>
> Mounted Combat - Weapon attacks and spell casting is
> not limited by the ride skill.
>
> Point Blank Shot - +5% to hit +1 damage with a
> particular missile weapon at range of 30 feet or less.
>
> Power Attack - You may convert up to 25% of your
> Weapon Attack into Damage on a 5% for +1damage basis.
>
> Precise Shot - Allows to fire into melee with out a
> chance to hit an unintended target.
>
> Quick Draw - Allows a character to ready a weapon with
> out taking 3SR penalty.
>
> Quicken Spell - 10% base in Speed skill.
>
> Rapid Shot - An additional attack may be taken with an
> 1/SR missile weapon at -10% to all missile attacks
> that round. Or, the reload rate can be decreased at a
> cost of doubling the chance to fumble for that shot.
>
> Ride-By Attack - Allows full movement in the same
> round as engaged in combat if mounted.
>
> Run - Allows a character to move at x2 normal rate
> without making Con rolls.
>
> Scribe Scroll - +20% to Enchant (or Ceremony) skill.
>
> Shield Proficiency - Base shield parry at 25%.
>
> Shot on the Run - Allows full movement in the same
> round as engaged in missile combat.
>
> Silent Spell - 10% base in Silent skill. (allows to
> cast spells without making a sound for x2 mp cost)
>
> Simple Weapon Proficiency - Base weapon attack at 25%.
>
> Skill Focus - +20% with any skill
>
> Spell Focus - A particular spell can be intensified to
> skill/5
>
> Spell Mastery - A particular spell's difficulty is
> reduced ( an easy spell will be treated as per Spell
> Focus)
>
> Spell Penetration - A particular spell's intensity is
> considered to be doubled for purposes of resistance
> rolls.
>
> Spirited Charge - Allows to use mounts damage bonus
> with any weapon (not just lance)
>
> Spring Attack - Allows full movement in the same round
> as engaged in combat.
>
> Still Spell - 10% base in Still skill. (allows to cast
> spells without making gestures for x2 mp cost)
>
> Stunning Fist - Subdual damage delivered by Fist or
> Kick attack ignores physical armor.
>
> Sunder - You do not suffer a 50% penalty for aiming an
> attack at the opponents weapon.
>
> Toughness - x2 Con for purposes of calculating hit
> points.
>
> Track - +20% to Tracking skill.
>
> Trample - May attempt to knock an opponent down. If
> successful then the mount may attempt a trample
> attack.
>
> Two-Weapon Fighting - Off-handed weapon skills are at
> 2/3 skill (100% if Ambidextrous) from the primary
> hand. Or allows the use of Buckler Shield at 2/3
> skill and a two handed weapon at 2/3 skill at the
> same time.
>
> Weapon Finesse - use Dex instead of Str to calculate
> Attack skill modifier.
>
> Weapon Focus - Get a skill bonus of +5% to Attack,
> Parry, and +1 Damage with a selected weapon.
>
> Weapon Specialization - Get an additional skill bonus
> of +10% to Attack, Parry, and +2 Damage with a
> selected weapon.
>
> Whirlwind Attack - Allows a master to use full
> attack/defense skill then splitting a skill.
>
>
>
> __________________________________________________
> Do You Yahoo!?
> Send your FREE holiday greetings online!
> http://greetings.yahoo.com
> _______________________________________________
> RQ-Rules mailing list
> RQ-Rules@crashbox.com
> http://www.crashbox.com/rq-rules
> http://www.crashbox.com/mailman/listinfo/rq-rules
>
This archive was generated by hypermail 2.1.7 : Sat 05 Jul 2003 - 20:36:08 EEST