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*Pathfinder & Starfinder
A conglomeration of alternate skill advancement ideas
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<blockquote data-quote="Kealios" data-source="post: 2555605" data-attributes="member: 20461"><p>Well, this isnt quite generating the hate mail I expected, so let me branch out a little further and go through some of my own arguments and solutions.</p><p></p><p>The number one thing this would do, I think, is slow the advancement of skills for the players, and somewhat penalize them because of the time required to advance the skills,(especially those with low stats, but isnt that the point, that low stats usually penalize?). Because it temporarily reduces their access to the skill levels they might need to be effective adventurers, some players might resent the loss and create strife in the gaming group.</p><p></p><p>Hmmm. That's a big one.</p><p></p><p>And since I'm not really looking to create major issues in my game, I thought of the real roots of what I was trying to accomplish.</p><p></p><p>At level 10, a wizard with 13 ranks in Knowledge: Arcana and an INT of 20 will roll a minimum of a 19 on any skill check to know the ins and outs of the monsters they run across, even if I've delved into books they have never heard of, or slaved over a home-made monster and it happens to fall under the category of Magical Beast. There is very little i can do to "scare" the players with the unknown unless I constantly and deliberately use monsters that relate to Knowledge skills that none of the players have. Not my style.</p><p></p><p>A lvl 10 rogue with Wis of 14 and some synergies will have roughly +17 to his search skill. Magical traps still pose a problem for the rogue (DC 25+spell level), but just barely. A few more levels and even those wont be much of an issue unless its a very high level, and thus deadly, spell trap.</p><p></p><p>I've already given up on my frustrations with Diplomacy, so <a href="http://www.giantitp.com/Func0010.html" target="_blank">this</a> is what I use now, HAPPILY <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I was thinking that limited players to immediate access to these higher skill ranks might solve my frustration with muhc-too-low Skill DC's. Maybe this isnt the answer.</p><p></p><p>Anyone know of a link on this site, maybe, to a solution that someone else has already come up with to this issue, other than artifically increasing DC's of skills just to pose challenges to their players?</p><p></p><p>Thanks,</p><p>Kealios</p></blockquote><p></p>
[QUOTE="Kealios, post: 2555605, member: 20461"] Well, this isnt quite generating the hate mail I expected, so let me branch out a little further and go through some of my own arguments and solutions. The number one thing this would do, I think, is slow the advancement of skills for the players, and somewhat penalize them because of the time required to advance the skills,(especially those with low stats, but isnt that the point, that low stats usually penalize?). Because it temporarily reduces their access to the skill levels they might need to be effective adventurers, some players might resent the loss and create strife in the gaming group. Hmmm. That's a big one. And since I'm not really looking to create major issues in my game, I thought of the real roots of what I was trying to accomplish. At level 10, a wizard with 13 ranks in Knowledge: Arcana and an INT of 20 will roll a minimum of a 19 on any skill check to know the ins and outs of the monsters they run across, even if I've delved into books they have never heard of, or slaved over a home-made monster and it happens to fall under the category of Magical Beast. There is very little i can do to "scare" the players with the unknown unless I constantly and deliberately use monsters that relate to Knowledge skills that none of the players have. Not my style. A lvl 10 rogue with Wis of 14 and some synergies will have roughly +17 to his search skill. Magical traps still pose a problem for the rogue (DC 25+spell level), but just barely. A few more levels and even those wont be much of an issue unless its a very high level, and thus deadly, spell trap. I've already given up on my frustrations with Diplomacy, so [URL=http://www.giantitp.com/Func0010.html]this[/URL] is what I use now, HAPPILY :) I was thinking that limited players to immediate access to these higher skill ranks might solve my frustration with muhc-too-low Skill DC's. Maybe this isnt the answer. Anyone know of a link on this site, maybe, to a solution that someone else has already come up with to this issue, other than artifically increasing DC's of skills just to pose challenges to their players? Thanks, Kealios [/QUOTE]
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