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A Fighters skill points....
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<blockquote data-quote="FrankTrollman" data-source="post: 1119291" data-attributes="member: 14225"><p>The Fighter's Skill Points are a slap in the face.</p><p></p><p>The Fighter's Skill List is a slap in the face too.</p><p></p><p>First of all, you notice how there are about a million semi-official "Fighter Variants" who all have slightly different skill lists? They are duelists, corsaires, and all kinds of crazy crap. And they all have different skill lists, and none of them are unbalanced.</p><p></p><p>These aren't printed on a cocktail napkin - these are suggested in Sword and Fist and Dragon Magazine. If you use all of them, a Fighter could potentially spend their skills on pretty much anything they want.</p><p></p><p>Want Tumble and Diplomacy? Be a Duelist. Want Knowledge Arcana and Listen? Be a Warrior Monk. Etc.</p><p></p><p>And this is balanced. And it <em>isn't any different</em> from Fighters just having a whole lot of skills on their skill list. </p><p></p><p>Therefore, since we notice that as soon as you get high enough level for your class to be more important than your starting attributes, Fighters are underpowered - that it is probably a good idea to simply give them a lot of extra skills on their class list.</p><p></p><p>Remember: it's not any different to have a single class of "Fighter" that has access to all the class skills that a Desert Raider, a Pirate, a Duelist, a Bushi, and a Knight would want than to have a seperate class skill kit for each archetype. Except of course, that it's a lot easier to keep track of if there's only one big list than it is if everyone is trying to cherry pick from 12 small lists.</p><p></p><p>Speaking of jacking the woefully underprepared Fighter up to a level of normalcy - can anyone think of a really <em>good</em> reason why Fighters would only have 2 skill points?</p><p></p><p>It's not just for stupid brutes, it's also for Generals, Cattle Raiders, Knights, and Zulu Shieldsmen. In order to make a lot of those archetypes work, you really are going to need 4 skills or more. Now, to an extent you can match that by getting an Int bonus - but if you start at 6 you can make your stupid brute character with an Int <em>penalty</em>.</p><p></p><p>I shouldn't <em>need</em> to be more than averagly intelligent to play Pirate. In fact, I should be able to be a "stupid pirate" - and still have:</p><p></p><p>Profession Sailor</p><p>Spot</p><p>Swim</p><p>Climb</p><p></p><p>That's just the guy who hangs out on the crow's nest and shouts a lot. This should be doable as a human with an intelligence of 8.</p><p></p><p>And if the base skill points are 4 instead of 2 we can do that. Otherwise we can't.</p><p></p><p>Now above and beyond <em>that</em>, we still need some bonuses to make Fighter an attractive option past level 2, but that's a whole different problem that can't be solved with skill points at all.</p><p></p><p>-Frank</p></blockquote><p></p>
[QUOTE="FrankTrollman, post: 1119291, member: 14225"] The Fighter's Skill Points are a slap in the face. The Fighter's Skill List is a slap in the face too. First of all, you notice how there are about a million semi-official "Fighter Variants" who all have slightly different skill lists? They are duelists, corsaires, and all kinds of crazy crap. And they all have different skill lists, and none of them are unbalanced. These aren't printed on a cocktail napkin - these are suggested in Sword and Fist and Dragon Magazine. If you use all of them, a Fighter could potentially spend their skills on pretty much anything they want. Want Tumble and Diplomacy? Be a Duelist. Want Knowledge Arcana and Listen? Be a Warrior Monk. Etc. And this is balanced. And it [i]isn't any different[/i] from Fighters just having a whole lot of skills on their skill list. Therefore, since we notice that as soon as you get high enough level for your class to be more important than your starting attributes, Fighters are underpowered - that it is probably a good idea to simply give them a lot of extra skills on their class list. Remember: it's not any different to have a single class of "Fighter" that has access to all the class skills that a Desert Raider, a Pirate, a Duelist, a Bushi, and a Knight would want than to have a seperate class skill kit for each archetype. Except of course, that it's a lot easier to keep track of if there's only one big list than it is if everyone is trying to cherry pick from 12 small lists. Speaking of jacking the woefully underprepared Fighter up to a level of normalcy - can anyone think of a really [i]good[/i] reason why Fighters would only have 2 skill points? It's not just for stupid brutes, it's also for Generals, Cattle Raiders, Knights, and Zulu Shieldsmen. In order to make a lot of those archetypes work, you really are going to need 4 skills or more. Now, to an extent you can match that by getting an Int bonus - but if you start at 6 you can make your stupid brute character with an Int [i]penalty[/i]. I shouldn't [i]need[/i] to be more than averagly intelligent to play Pirate. In fact, I should be able to be a "stupid pirate" - and still have: Profession Sailor Spot Swim Climb That's just the guy who hangs out on the crow's nest and shouts a lot. This should be doable as a human with an intelligence of 8. And if the base skill points are 4 instead of 2 we can do that. Otherwise we can't. Now above and beyond [i]that[/i], we still need some bonuses to make Fighter an attractive option past level 2, but that's a whole different problem that can't be solved with skill points at all. -Frank [/QUOTE]
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