This has been discussed tangentially a number of times already.
This is the system I am intending to use. Probably first thing to note is that I don't overly subscribe to game balance as an issue.
I had a couple of goals in mind when designing this. First off it had to be simple enough to be useable and easy to memorise. It had to be able to convert currently existing characters over to the system. Lastly, if possible, it had to bring the system more similar to the CT system.
Instead of BAB each "Weapon Proficiency" has a corresponding skill. For the purposes of BAB when using that weapon an arbitrary -3 modifier is applied to the skill rank to bring it back into line with a more normal BAB progression. Therefore a second attack would be gained at Skill Rank 9 rather then BAB 6. Other Feats that require certain levels of BAB are effected in the same way.
All Classes gain an additional number of skill points per level to represent the lost BAB gain. This rate is +1/+2/+3/+4 matching how many BAB would normally be gained over 4 levels. ie: Academics gain +1 skill point per level, Marines gain +4.
As per some interpretations skills that have ever been a class skill all have the same maximum. When that skill is crossclass for the current level it still needs to be paid double for a rank. If a skill has never been a class skill then its maximum is (level+3)/2.
A class is considered to have the associated skill if it has the proficiency on its starting skill list or on its additional class skill list and you have taken the proficiency from that class or a previous one.
Classes that have the best two BAB progressions are considered to have Weapon/Unarmed as a class skill.
For example:
Academic: All weapon skills are crossclass unless you have the appropriate hobby
Scout: Class skills (Weapon/Marksmans, Weapon/Unarmed) extra class skills (Weapon/Lasers,Weapon/Ships Weapons).
Marine: Class skills (Weapon/Marksman, Weapon/Swordsman, Weapon/CombatRifleMan, Weapon/Unarmed), additional class skills if the character has the associated proficiency(Weapon/Lasers, Weapon/Ships Weapons, Weapon/High Energy)
Weapon Focus is kept the same (in general a smaller grouping then the associated skill) and skill focus (weapon) is not valid to be taken.
Most weapon skills are Dex based. The exception is artillery, vehicle and starship weapons which are based on widom. These were formerly the "gunnery" skill.
I am using a slightly modified Weapon Proficiency list. There is the addition of WP/Unarmed, and what is classified under each class of weapon is slightly clarified. Note that many weapon systems can be used with multiple Proficiencies.
Modified Proficiency/Skill List
Archer
Artillery (was field artillery)
Armsman
Combat Rifleman
Heavy Weapons
High Energy
Lasers
Marksman
Ships Weapons
Swordsman
Unarmed
Vehicle Weapons
Gunnery as an existing skill is either subsumed into Weapon/Vehicle, Weapon/Ships or Weapon/Artillery whichever is most appropriate.
Example
Martin the retired Marine Officer come Military History Lecturer
Marine 6, Academic 2
He receives an additional 36 skill points from being a marine, and an additional 2 skill points from being an academic.
Feats:
Hobby/Marksman
WP/High Energy
Weapon Skills:
W/Marksman/11
W/Combat Rifle/9
W/Unarmed/5
W/Swordsman/5
W/High Energy/8
Any Thoughts?
This is the system I am intending to use. Probably first thing to note is that I don't overly subscribe to game balance as an issue.
I had a couple of goals in mind when designing this. First off it had to be simple enough to be useable and easy to memorise. It had to be able to convert currently existing characters over to the system. Lastly, if possible, it had to bring the system more similar to the CT system.
Instead of BAB each "Weapon Proficiency" has a corresponding skill. For the purposes of BAB when using that weapon an arbitrary -3 modifier is applied to the skill rank to bring it back into line with a more normal BAB progression. Therefore a second attack would be gained at Skill Rank 9 rather then BAB 6. Other Feats that require certain levels of BAB are effected in the same way.
All Classes gain an additional number of skill points per level to represent the lost BAB gain. This rate is +1/+2/+3/+4 matching how many BAB would normally be gained over 4 levels. ie: Academics gain +1 skill point per level, Marines gain +4.
As per some interpretations skills that have ever been a class skill all have the same maximum. When that skill is crossclass for the current level it still needs to be paid double for a rank. If a skill has never been a class skill then its maximum is (level+3)/2.
A class is considered to have the associated skill if it has the proficiency on its starting skill list or on its additional class skill list and you have taken the proficiency from that class or a previous one.
Classes that have the best two BAB progressions are considered to have Weapon/Unarmed as a class skill.
For example:
Academic: All weapon skills are crossclass unless you have the appropriate hobby
Scout: Class skills (Weapon/Marksmans, Weapon/Unarmed) extra class skills (Weapon/Lasers,Weapon/Ships Weapons).
Marine: Class skills (Weapon/Marksman, Weapon/Swordsman, Weapon/CombatRifleMan, Weapon/Unarmed), additional class skills if the character has the associated proficiency(Weapon/Lasers, Weapon/Ships Weapons, Weapon/High Energy)
Weapon Focus is kept the same (in general a smaller grouping then the associated skill) and skill focus (weapon) is not valid to be taken.
Most weapon skills are Dex based. The exception is artillery, vehicle and starship weapons which are based on widom. These were formerly the "gunnery" skill.
I am using a slightly modified Weapon Proficiency list. There is the addition of WP/Unarmed, and what is classified under each class of weapon is slightly clarified. Note that many weapon systems can be used with multiple Proficiencies.
Modified Proficiency/Skill List
Archer
Artillery (was field artillery)
Armsman
Combat Rifleman
Heavy Weapons
High Energy
Lasers
Marksman
Ships Weapons
Swordsman
Unarmed
Vehicle Weapons
Gunnery as an existing skill is either subsumed into Weapon/Vehicle, Weapon/Ships or Weapon/Artillery whichever is most appropriate.
Example
Martin the retired Marine Officer come Military History Lecturer
Marine 6, Academic 2
He receives an additional 36 skill points from being a marine, and an additional 2 skill points from being an academic.
Feats:
Hobby/Marksman
WP/High Energy
Weapon Skills:
W/Marksman/11
W/Combat Rifle/9
W/Unarmed/5
W/Swordsman/5
W/High Energy/8
Any Thoughts?