I'm not gone, just sick. I'll post on the in game forum on the 2nd. The the meantime I have given this some more thought. I appreciate the contrasting view - this game is a shakedown for these house rules.
wysiwyg said:
Let's analyse this. We'll compare two classes, the fighter & the wizard who take on rogue as a first level choice instead of their own classes.
Comparing this to 3.5 a multiclass rouge the 3.75 version gets +2 to 3-5 skills, but loses the ability to use some of the excess points for cross classing.
In most cases the way to make the most powerful character is to specialize. While most skills come into play only occasionally with Perception and Persuasion being the most used (non caster) skills.
The +1 to BAB can effect every fight, and delays multiple attacks. The multiclass also delays level based abilities, such as acquisition of higher levels spells for any caster. The -1 to caster lvl can be fixed with a feat, but its a bit of a waste.
Taking a level of Ranger or Barbarian is a better choice. Perhaps Barbs should start with 3 skills, and Rangers 5, while Bards stay at 6. Assuming that this doesn't affect the current game, does this seem more reasonable?
wysiwyg said:
If the loss is finite (once off) and the gain is infinite (continuous),
No the advancement is fixed at 1/2 per level for all skills, the only advantage is the initial bonus of +5. In 3.5 the bonus for 1st lvl rogue would be +4 to 8 skills.
A new concern about untrained skills that go up half as much as trained skills. Surely not all untrained skills should go up.....
I am good with this, it works better than assuming a 20th level barbarian cant recognize a magic missle, or a 14th level fighter with no spot. It assumes that anyone reaching that level has spent some time sitting around talking to other adventures. Or otherwise picked up a little of everything, it fits my conception of a hero. The skill focus feat adding +5 means that a focused 1st lvl commoner can have a +12 assuming they have a 14 in one ability.
For an untrained adventurer to equal this, with no feats or training they would be 16-20th level, depending on attribute bonuses.
Adding these 'glimpses' from 4E is insufficient without knowing how the game designers have compensated and restored game balance with other rules.
Thats true, its a consideration. For instance I considered triple hp at 1st level, but that changes the limited spell dynamic with both healing and damage. I assume 4e will fix this with per encounter/at will abilities, as well as second wind. Compared to this skills are easier and less dangerous to tinker with. hmm except that x3 hp may be a counter to the bonus skills. ah well.
Lets see how it plays.
I think that more granted feats in 4e is another fix to correct skills at high levels. How this set of HR accounts for it is still a good question. Do you have other suggestions?