Emirikol said:
What would the effect be if I did the following to my game up to level 10:
1) Add skill points per level: Everyone get's 6 extra skill points per level
2) No "cross-class" skill rank penalty
3) 1/2 normal level and loot advancement
3 is essentially unrelated to the others. I'm not sure why you've included it here.
1 and 2 means lots more folks invested in all of those tasty combat skills: Hide, Move Silently, Spot, Listen, Sense Motive, Bluff, Tumble, and Use Magic Device. On the other hand, it also means a lot more investment in the sometimes-useful-but-vital-to-the-character skills such as Craft, Knowledge, Perform and Profession.
Since you're not removing Trapfinding (yes, that's an assumption), Rogues, Scouts and Artificers will still be vital to any adventuring company; no loss of niche protection there.
You'll probably see fewer Bards as folks figure out how to do the same thing with Paladins, Clerics and Fighters. I love Bards but they're not the most powerful of classes.
Generally, you'll see a bunch of interestingly rounded and experienced characters as players introduce the fighter-diplomat, the barbarian-scholar and other fun anti-archetypal characters. I think it will be lots of fun, once you get through the munchkin period.
I am curious why you only intend to make these changes for the first 10 levels. Why would you stop using these when the characters hit level 11?