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A Fighters skill points....
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<blockquote data-quote="Najo" data-source="post: 1142927" data-attributes="member: 9959"><p><strong>Fighter skills</strong></p><p></p><p>Something I haven't seen anyone address regarding the fighter's skill set is this:</p><p></p><p>Becasue Fighters get the following class skills: climb, craft, handle animal, intimidate, jump, ride, and swim, and they only get 2 skill points per level, that they can only keep 2 class skills maxed or 1 cross class skill, and in doing so can not have any other skills.</p><p></p><p>Now, classes who want to remain competive in a skill should keep that skill's level either maxed out or at least near the high end. Way I see it, even the INT 10 fighter should be good at three or four of his skills. He spends all of this time being phyiscal, but his skills don't get to reflect that. </p><p></p><p>Another thing to consider with the fighter, they need their STR, CON, and DEX all with good scores. They can not spare a good roll to INT. Wereas the wizard places his best score in INT, and then that synergy gives the wizard skill points. Likewise, the rogue has so many class skills and doesn't need a high STR or CON, that a high INT works very well for him.</p><p></p><p>Finally, what balances a fighter class in skills compared to other classes is that they have very few <u>class </u> skills. Class skills are what is valuable because their maximum level is your level +3. Cross class skills can only be half that. So the fighter will always be last in line with skills no matter how many skill points he recieves. </p><p></p><p>Giving the fighter 4 skill points allows them to:</p><p></p><p>a) Keep climb, jump, ride, swim maxed out (or any of the other skills)</p><p></p><p>b) Keep two of those class skills maxed, and have one cross class skill (such as listen or spot) maxed.</p><p></p><p>c) and you can easily create playable pirates, as the one listed earlier (aside from the skill points being wrong) should be <u>good </u> at those skills, not just having a +1 in them. </p><p></p><p>Using the level 1 human crow's nest pirate (INT 8) example with current PHB fighter: Climb +2, Profession - Sailor +1, Swim+2, Spot +1. </p><p>Even though he has no other skills, and all of his training has gone to being a pirate, he is only half as good at his chosen career as other physical classes can be. </p><p></p><p>But if the skills were 4 per level. Then you get this build at level one, which to me makes more sense: Climb +4, Profession - Sailor +2, Swim+4, Spot +2. </p><p></p><p>I suppose you could argue that the pirate is better made from a rogue (which makes sense actaully), but still it proves a point - fighters with at least some variance to their concept (such as nobles or guards) are nearly impossible to build with 2 sps per level, and giving a fighter 4 sp per level doesn't affect their balance against other classes at all. All it does is makes the fighter more interesting to play.</p><p></p><p>Nate</p></blockquote><p></p>
[QUOTE="Najo, post: 1142927, member: 9959"] [b]Fighter skills[/b] Something I haven't seen anyone address regarding the fighter's skill set is this: Becasue Fighters get the following class skills: climb, craft, handle animal, intimidate, jump, ride, and swim, and they only get 2 skill points per level, that they can only keep 2 class skills maxed or 1 cross class skill, and in doing so can not have any other skills. Now, classes who want to remain competive in a skill should keep that skill's level either maxed out or at least near the high end. Way I see it, even the INT 10 fighter should be good at three or four of his skills. He spends all of this time being phyiscal, but his skills don't get to reflect that. Another thing to consider with the fighter, they need their STR, CON, and DEX all with good scores. They can not spare a good roll to INT. Wereas the wizard places his best score in INT, and then that synergy gives the wizard skill points. Likewise, the rogue has so many class skills and doesn't need a high STR or CON, that a high INT works very well for him. Finally, what balances a fighter class in skills compared to other classes is that they have very few [U]class [/U] skills. Class skills are what is valuable because their maximum level is your level +3. Cross class skills can only be half that. So the fighter will always be last in line with skills no matter how many skill points he recieves. Giving the fighter 4 skill points allows them to: a) Keep climb, jump, ride, swim maxed out (or any of the other skills) b) Keep two of those class skills maxed, and have one cross class skill (such as listen or spot) maxed. c) and you can easily create playable pirates, as the one listed earlier (aside from the skill points being wrong) should be [U]good [/U] at those skills, not just having a +1 in them. Using the level 1 human crow's nest pirate (INT 8) example with current PHB fighter: Climb +2, Profession - Sailor +1, Swim+2, Spot +1. Even though he has no other skills, and all of his training has gone to being a pirate, he is only half as good at his chosen career as other physical classes can be. But if the skills were 4 per level. Then you get this build at level one, which to me makes more sense: Climb +4, Profession - Sailor +2, Swim+4, Spot +2. I suppose you could argue that the pirate is better made from a rogue (which makes sense actaully), but still it proves a point - fighters with at least some variance to their concept (such as nobles or guards) are nearly impossible to build with 2 sps per level, and giving a fighter 4 sp per level doesn't affect their balance against other classes at all. All it does is makes the fighter more interesting to play. Nate [/QUOTE]
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