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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
3.5e Skill Rules Modified To Perfection?
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<blockquote data-quote="Maxperson" data-source="post: 9767494" data-attributes="member: 23751"><p>That looks like it could work, but I think it might be more hassle than the benefit that it gives. </p><p></p><p>What I did for 3e was 1) give every class a minimum of 4 skill points per level, 2) get rid of the lame class/cross-class idea, and 3) require reasons for why skills were gained.</p><p></p><p>At 1st level I didn't require the reasons to be given, since the character had an entire life prior to game start to learn stuff. My players tended to pick skills that fit class and background, though. Once game play started, if a player wanted to gain a new skill, it had to be roleplayed out prior to leveling. Joe the Barbarian is learning to recognize spells from Sparky the Wizard when they camp at night. Lefty the Rogue is going to libraries in the city and reading books on flora and fauna, then as they travel he's doing his best to see animals and plants he has read about. Then when they level up, they can put points into Spellcraft and Knowledge: Nature respectively.</p><p></p><p>I didn't require such justification for raising skills already known, though. Even if climbing wasn't actively used during levels 2 to 3 for example, travel happened, including time skipping like, "You guys travel 4 days with nothing much happening and reach the town of Holy Crap, Not Again, known for attacking monsters..." During those 4 days of travel, the rogue might have climbed some trees or a cliff side to get height to look for trouble or whatever, so I wasn't going to make him justify why he put points in climbing. </p><p></p><p>Just the simple act of getting rid of class/cross class skills helps out a lot on its own. People no longer feel like investing in oddball skills for their class is a waste of time, so points tend to spread out a bit more, which mitigates having a few skills that are maxed out.</p></blockquote><p></p>
[QUOTE="Maxperson, post: 9767494, member: 23751"] That looks like it could work, but I think it might be more hassle than the benefit that it gives. What I did for 3e was 1) give every class a minimum of 4 skill points per level, 2) get rid of the lame class/cross-class idea, and 3) require reasons for why skills were gained. At 1st level I didn't require the reasons to be given, since the character had an entire life prior to game start to learn stuff. My players tended to pick skills that fit class and background, though. Once game play started, if a player wanted to gain a new skill, it had to be roleplayed out prior to leveling. Joe the Barbarian is learning to recognize spells from Sparky the Wizard when they camp at night. Lefty the Rogue is going to libraries in the city and reading books on flora and fauna, then as they travel he's doing his best to see animals and plants he has read about. Then when they level up, they can put points into Spellcraft and Knowledge: Nature respectively. I didn't require such justification for raising skills already known, though. Even if climbing wasn't actively used during levels 2 to 3 for example, travel happened, including time skipping like, "You guys travel 4 days with nothing much happening and reach the town of Holy Crap, Not Again, known for attacking monsters..." During those 4 days of travel, the rogue might have climbed some trees or a cliff side to get height to look for trouble or whatever, so I wasn't going to make him justify why he put points in climbing. Just the simple act of getting rid of class/cross class skills helps out a lot on its own. People no longer feel like investing in oddball skills for their class is a waste of time, so points tend to spread out a bit more, which mitigates having a few skills that are maxed out. [/QUOTE]
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