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4 classes...major or minor effect?
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<blockquote data-quote="Broken Fang" data-source="post: 146730" data-attributes="member: 3172"><p>Ok...lets see if I can answer all of the questions.</p><p></p><p>1. I added skill points to everyone because I think they were to low to begin with. I know I shouldn't compare D&D to the "real" world but adding the skill points to all classes just allows you to flesh out your character more. I don't use much more the the 3 core books and house rules...so I don't know why giving Rogues (the jack-of-all trades) 2 extra skill points like everyone else gets is a big deal.</p><p></p><p>2. Magic items are pretty rare...right now the party is 5th level and the only items are a few potions, a wand, and ONE +1 heavy pick. So wizards do not have a whole lot of options in increasing their spells per day...plus I never understood why Clerics cast more than the Wizard.</p><p></p><p>3. Clerics would gain Sense Motive and Knowledge (all) as options...remember it doesn't mean they will have the skill if it is a class skill, just the option is there. As the Church would have access to a library I figure they should have access to the Knowledge skills and some would be trained in Sense Motive.</p><p></p><p>4. The Fighter core skills must be developed through background information. It must be approved by the DM. You might get a Scout set - climb, swim, move silently, spot, listen, and hide. You might come up with a light/fast fighter type with tumble, balance, climb, etc. It allows for some custom fighters.</p><p></p><p>RW - I like it...might have to go that route instead. I was wondering the best way to get only one spellcaster.</p><p></p><p>Hong - </p><p> I'm not sure adding 2 skill points and a few extra class skills is "powering up" the classes. It seems to me most are pretty darn weak in this area already...w/o bonus points from INT the D&D Fighter is pretty lame in knowing how to do things (should this be the case?). Adding the extra few skills is just something that should fit in with most of the classes and provides some variety.</p><p> See #2 about Wizards and their spells per day. I still don't know why the "masters" of magic have one of the worst spells per day lists (fewer than both Clerics and Druids?). And once you get to high level cleric spells are pretty darn nasty in the attack variety (destruction and harm are two I can think of off the top of my head).</p><p></p><p>Thanks for the input. Keep it coming if the above responses helped or didn't we want to try it out but are waiting for responses to see what fellow gamers think. Thanks again.</p></blockquote><p></p>
[QUOTE="Broken Fang, post: 146730, member: 3172"] Ok...lets see if I can answer all of the questions. 1. I added skill points to everyone because I think they were to low to begin with. I know I shouldn't compare D&D to the "real" world but adding the skill points to all classes just allows you to flesh out your character more. I don't use much more the the 3 core books and house rules...so I don't know why giving Rogues (the jack-of-all trades) 2 extra skill points like everyone else gets is a big deal. 2. Magic items are pretty rare...right now the party is 5th level and the only items are a few potions, a wand, and ONE +1 heavy pick. So wizards do not have a whole lot of options in increasing their spells per day...plus I never understood why Clerics cast more than the Wizard. 3. Clerics would gain Sense Motive and Knowledge (all) as options...remember it doesn't mean they will have the skill if it is a class skill, just the option is there. As the Church would have access to a library I figure they should have access to the Knowledge skills and some would be trained in Sense Motive. 4. The Fighter core skills must be developed through background information. It must be approved by the DM. You might get a Scout set - climb, swim, move silently, spot, listen, and hide. You might come up with a light/fast fighter type with tumble, balance, climb, etc. It allows for some custom fighters. RW - I like it...might have to go that route instead. I was wondering the best way to get only one spellcaster. Hong - I'm not sure adding 2 skill points and a few extra class skills is "powering up" the classes. It seems to me most are pretty darn weak in this area already...w/o bonus points from INT the D&D Fighter is pretty lame in knowing how to do things (should this be the case?). Adding the extra few skills is just something that should fit in with most of the classes and provides some variety. See #2 about Wizards and their spells per day. I still don't know why the "masters" of magic have one of the worst spells per day lists (fewer than both Clerics and Druids?). And once you get to high level cleric spells are pretty darn nasty in the attack variety (destruction and harm are two I can think of off the top of my head). Thanks for the input. Keep it coming if the above responses helped or didn't we want to try it out but are waiting for responses to see what fellow gamers think. Thanks again. [/QUOTE]
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