Jedi_Solo said:I like most of what I see here but I still have some questions/reservations of the system.
A big concern I have with this setup is the 'what uses are Trained Only' question. While having entire skills be Trained Only didn't always make sense, it was easy to mark on the character sheet.
I'm just afraid that this setup will require charts that say "X is a Trained Only use while Y is not" for every skill in the game.
It makes perfect sense for a pulpy setting like Star Wars, where characters should be well-rounded and skilled in multiple areas of expertise. Your example is a bit extreme but not beyond the bounds of reason for certain specific character concepts... and frankly, if a player is enough of a prat to play a PC like that outside of his character concept, he's not the kind of player I want at my table anyways.Twowolves said:That's just what I always wanted, a Pablo Picaso who also builds hyperdrive engines.
Does that make ANY sense at all?
Do we know that there is a class skill list?Ranger REG said:This rules however, allow you to choose preferred skills from the class skill list
Relique du Madde said:[qoute]Along the way, we removed some skills that were rarely used in most games. For example, we removed Craft, because traditionally the Repair skill was used to build droids, starships, and so on.[/qoute]
Well, I am speculating there has to be a list of skills that are more closely associated with the class-by-profession. It's not like a character who join the military service because he wants to become a world-class actor.nerfherder said:Do we know that there is a class skill list?
Some speculation being made on the Wizards board is that all characters get 4+Int bonus Trained skills, plus Trained skills granted by Talents (like Acute Senses). This removes any problems from multi-classing, and a "Class skill list" is replaced by class Talents.
It will be interesting to see what the real system turns out to be.
I'm speculating that with knowledge skill, you can choose a specialty and you get the benefit of rerolling the Knowledge skill check.Relique du Madde said:Since craft/repair is becoming a unified skill so should each knowledge skill. After all if you get rid of one group of skill point sinks you should get rid of them all. That way my prequal 1st level jawa scoundrel who spent 5 years studing biology would be equally knowledgible in astro-physics and the workings Yuuzhan Vong society as he would a hut's reproductive system.
Ranger REG said:I'm speculating that with knowledge skill, you can choose a specialty and you get the benefit of rerolling the Knowledge skill check.
Which brings another question: Is rerolling better than adding bonus?