I'd just like to take this opportunity to gripe about Skills & Powers, especially subabilities, which were the biggest chunk of min-maxing material to ever be official in D&D. I strongly recommend against using them, or really, anything in that book. It was a travesty of interwoven ways to unbalance the game. It was easy, for instance, to build a "cleric" with all the abilities of a fighter plus some spellcasting and faster advancement.
Don't hold back. Tell us how you really feel.I'd just like to take this opportunity to gripe about Skills & Powers, especially subabilities, which were the biggest chunk of min-maxing material to ever be official in D&D. I strongly recommend against using them, or really, anything in that book. It was a travesty of interwoven ways to unbalance the game. It was easy, for instance, to build a "cleric" with all the abilities of a fighter plus some spellcasting and faster advancement.
Oh it was totally unbalanced. I created a cleric of doom that way, pretty much like you described.I'd just like to take this opportunity to gripe about Skills & Powers, especially subabilities, which were the biggest chunk of min-maxing material to ever be official in D&D. I strongly recommend against using them, or really, anything in that book. It was a travesty of interwoven ways to unbalance the game. It was easy, for instance, to build a "cleric" with all the abilities of a fighter plus some spellcasting and faster advancement.
Oh it was totally unbalanced. I created a cleric of doom that way, pretty much like you described.
That being said, there was one gem: the high level campaign book. The first section of the book had *excellent * advice on how to create a campaign that were really good for almost everyone (ie. not just level 12 plus). The advice would be as relevant for any edition of D&D really...

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.