Larcen said:
I'm with KD on a lot of this skill points per level stuff. I think, as he said, some skills should be acquired by osmosis over time.
Well, you either increase the skill points per level, OR you introduce "skill osmosis", but not both. I'm for the first one, cause so I can still play an inattentive, naive fighter and use the (extra) skill points for other things. 3e is for possiblities, and I think rules changes should support this.
In fact, this whole problem points to something that annoys me about 3E in general, and that is this: Most of a PCs abilities are based on what the player CHOOSES and not on what the PC DOES.
They did that because they wanted you to be able to customize your character as much as possible. But they're aware of the problem, and the DMG deals with that, giving the advice (for those DM's that don't think of it themselves) that the DM requires the players to actually use the skills he improves: he should note what skills he uses often, and what skills he doesn't use at all, and next time he levels up, he can rule that he can't upgrade that skill (you could even go that far that you let him upgrade it only by one point next time, even if he used it between the level-ups. Only if he uses it excessively, he can max it out again)
Minor example: Your PC can be the type of guy who constantly searches every nook and cranny of every room, but unless you beef up his Search and Spot, he nevers gets any better at it.
Some people never learn, and that's a fact. Also, there's a limit on how much you can learn in a given time span, and that is given in the limit of skill points per level.
If you increased all the skills he used, there could be a lot of abuse: a stupid (Int 8 fighter) who searches every single room he encounters, tries to bluff every single person he meets, climbing up a wall even if they're stairs, spending nights putting a plank on two bricks and tiptoing along them. Add to that the stuff that happens "automatically" like sense motive for every single dialogue and search and spot all the time, and he will demand 7 skills to be increased (most of which are cross class), while he could only increase one by the rules (and only if it ain't cross class).
Extreme example: Your PC never picks up a weapon in his/her life, but can instantly multiclass into a Fighter and get proficient in all martial weapons. Sure, the DM can veto this, but the rules don't really encourage it.
The DM can surely demand that you show genuine interest in the doings of a class long before you multiclass (i.e. if your wizard5 wants to be a wizard5/fighter1, he has to start taking fighting exercise as soon as he becomes wiz5).
The Star Wars D20 roleplaying game has a interesting way to deal with that particular problem (multiclass to scrounge free feats): Every class has a list of starting feats which usually includes the weapon proficiencies. For excample, the Jedi Consular gets Exotic Weapon Proficiency(lightsaber), Force Sensitive, Weapon Group Proficiency (blaster pistols) and Weapon Group Proficiency (simple weapons) as starting feats. If you choose that class at 1st character level, you gain all them feats, but if you multiclass into it, you gain only one of those feats (your choice). So no taking one class of soldier to receive Armor Proficiency(light) and proficiency in 5 weapon groups.
This could be adapted for D&D as well, but it would cause problems with the requirements of certain PrC's....
I'm sure we can all come up with countless other examples of haphazard player choices being incongruous with the PC's past in-game play style and background. It's kinda like the PCs become good at something and THEN begin to do it, not the other way around.
Maybe the character trained the skill before he used it on adventure. This goes great with games where you have to train to gain a level. But honestly, I don't like the obligation to train for a level-up.
If you are the DM and have problems with that, you can always rule that players have to use the things before they can improve them on level-up, but in some cases you should allow them to train in some save environment (no master stuntman became a master stuntman because they trained by pulling of the most dangerous stunts right away)