Nonlethal Force said:Of course, the same question could be reversed. Why do skill points only come in odd numbers for humans?
There is an "average" save progression in the d20 system, but DnD doesn't use it. Wheel of Time d20 and Star Wars d20 do.Crothian said:There is also no reason that BAB has to have three different progressions, and saves only get two. My guess is it sounded good at the time.
I like this idea for wizards, unfortunatly the class would also then be pretty crappy with rays. Also for the way AC climb, a 1/2 bad really is already useless in combat.Nonlethal Force said:Those who are skilled in battle, those who are familiar in battle, and those who are better off letting others do battle. To add a fourth level of progression (+1 every third level) would make the disparity between the extremes so great that the fourth progression would be useless in combat. [Sblock=Really poor BAB example]
Who whould want to play a character with a +6 BAB at 20th level unless it was a combat free campaign?Code:0 0 1 1 1 2 2 2 3 3 3 4 4 4 5 5 5 6 6 6
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I honestly think it is needed for giants and other creatures that already have a good con and high HD. Fort saves as I have previously dicussed really get too high on so many monsters that many casters feel they are not worth casting. Trading good fort for average fort and will would slightly even the fieldNonlethal Force said:With saves I think that the rationale was that people are either good at it or they aren't. That suggests two levels of variety. However, it would be easy to use the rationale for BAB and say that there are experts at a certain save, people who are decent but not experts, and those who really should think twice before encountering something requiring that specific save. You could do something like this for a 10 level progression:
[Sblock=Possible Save table]
[/Sblock]Code:Good Avg. Poor 2 1 0 3 1 0 3 2 1 4 2 1 4 3 1 5 3 2 5 3 2 6 4 2 6 4 3 7 5 3 7 5 3 8 6 4 8 6 4 9 6 4 9 7 5 10 7 5 10 8 5 11 8 6 11 9 6 12 9 6
It's not perfect, of course, but it holds the balance fairly well.
Nope it is not a 'good reason'. Thankfully it is easy enough when running a game to give the PCs more skill points. Whether it is just increasing the amount given, or giving bonus ranks in skills for signifigant uses of the skills ala Chaosium's BRP/CoC.Cyberzombie said:No, this isn't in the Rules forum, because there's no possible rules basis for this question. This is purely about the psychology of game designers.
Every WotC class (base or prestige) and every third party class I've ever seen has an even number of skill points per level -- 2, 4, 6, or 8. Never 3, 5, or 7. Why? Why do game designers reduce their possible choices?
The only thing I can think of is that it's supposed to be some sort of parity with hit dice. Dice are, by their nature, even. But that doesn't seem like a *good* reason to limit the choices on skill points...
Agreed.Thanee said:It's because of cross-class skills costing 2 skill points per rank.