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<blockquote data-quote="Korak" data-source="post: 3422586" data-attributes="member: 9781"><p>I generally play with powergamers. That is not such a bad thing, as I enjoy that sort of playstyle for the most part. However, one thing I have seen in most of the games that I play is that most skills never see the light of day. Cross class tumble or UMD is just so much more useful than profession: bartender or even decipher script in most campaigns. In order to address this I have been thinking about ways to encourage a more diverse spread in skill point allocation. More flat skill points isn't the answer as that just encourages a player to max one more already powerful skill. This is what I've come up with. I'd appreciate any constructive criticism, or potentially unforseen consequences.</p><p></p><p>First. I have grouped all the skills into categories. The names are not final.</p><p></p><p>Social skills: Bluff, Diplomacy, Disguise, Gather Information, Intimidate, Sense Motive</p><p>Athletic skills: Balance, Climb, Escape Artist, Jump, Ride, Swim, Tumble</p><p>Stealth/Manipulation skills: Disable Device, Forgery, Hide, Move Silently, Open Lock, Sleight of Hand, Use Rope</p><p>Perception/Nature skills: Concentration, Handle Animal, Heal, Listen, Search, Spot, Survival</p><p>Studied skills: Appraise, Craft (x), Decipher Script, Knowledge (x), Perform (x), Profession (x), Speak Language, Spellcraft, Use Magic Device</p><p></p><p>All characters gain bonus skill points each level based on their starting stats including bonus points from every 4 levels and inherent bonuses (but not retroactively), but excluding all other bonuses. These skill points are not multiplied by 4 at first level. They are allocated as described below.</p><p></p><p>Social Skills: Charisma modifier /2</p><p>Athletic Skills: Strength modifier /2</p><p>Stealth/Manipulation Skills: Dexterity modifier /2</p><p>Perception/Nature Skills: Wisdom modifier /2</p><p>Studies Skills: Intelligence modifier (straight up... since there are so many more skills in this category)</p><p></p><p>That may seem like a lot of points, but in a 28pt buy world, no one except wizards (and I have no problem with wizards having extensive book knowledge) should expect to get more than 3 or 4 points extra per level... and those are automatically spread across 3 or 4 skill types (and this don't auto max another skill)</p><p></p><p>Some reworking of the class skill lists might be in order. Off the cuff, all I would do is add profession, craft, and knowledge (local) to all class skill lists.</p><p></p><p>In addition to the bonus skill points described above, each class would gain skill points each level in the following way, except at level 1, when the numbers would be multiplied by 4. Generic skill points may be spent on any skill. Max rank and cross class limitations still apply as normal.</p><p></p><p>Barbarian: 2 athletic + 2 perception + 2 generic</p><p>Bard: 2 social + 1 stealth + 1 perception + 1 study +3 generic</p><p>Cleric: 1 social + 1 perception + 1 study + 2 generic</p><p>Druid: 1 stealth + 2 perception + 1 study + 2 generic</p><p>Fighter: 3 athletic + 1 study + 1 generic</p><p>Monk: 2 athletic + 1 stealth + 1 perception + 1 study + 2 generic</p><p>Paladin: 1 social + 2 athletic + 2 generic</p><p>Ranger: 2 athletic + 2 stealth + 2 perception + 2 generic</p><p>Rogue: 1 social + 2 athletic + 2 stealth + 2 perception + 1 study + 3 generic</p><p>Sorceror: 1 social + 1 study + 2 generic</p><p>Wizard: 1 perception + 2 generic (lower that other classes because of the high bonus from int to study skills)</p><p></p><p>All characters would clearly be getting more skill points. However, to my mind this system has several benefits:</p><p></p><p>1. greater variety in selected skills (a fighter or cleric can pick up a profession or craft without feeling like he has gimped his character)</p><p>2. reduces the ability to do a one level dip in a class like rogue and suddenly max a skill that the character hasn't be working on over multiple levels</p><p>3. more characters will have enough knowledge (local) to actually justify knowledge of their own home town</p><p>4. reduces the crazy skill point shuffles that allow some of the more bizarre prestige class hopping abomination characters (this may be news to you if you don't read CO boards or play with powergamers)</p><p></p><p>There it is... first draft anyway.</p></blockquote><p></p>
[QUOTE="Korak, post: 3422586, member: 9781"] I generally play with powergamers. That is not such a bad thing, as I enjoy that sort of playstyle for the most part. However, one thing I have seen in most of the games that I play is that most skills never see the light of day. Cross class tumble or UMD is just so much more useful than profession: bartender or even decipher script in most campaigns. In order to address this I have been thinking about ways to encourage a more diverse spread in skill point allocation. More flat skill points isn't the answer as that just encourages a player to max one more already powerful skill. This is what I've come up with. I'd appreciate any constructive criticism, or potentially unforseen consequences. First. I have grouped all the skills into categories. The names are not final. Social skills: Bluff, Diplomacy, Disguise, Gather Information, Intimidate, Sense Motive Athletic skills: Balance, Climb, Escape Artist, Jump, Ride, Swim, Tumble Stealth/Manipulation skills: Disable Device, Forgery, Hide, Move Silently, Open Lock, Sleight of Hand, Use Rope Perception/Nature skills: Concentration, Handle Animal, Heal, Listen, Search, Spot, Survival Studied skills: Appraise, Craft (x), Decipher Script, Knowledge (x), Perform (x), Profession (x), Speak Language, Spellcraft, Use Magic Device All characters gain bonus skill points each level based on their starting stats including bonus points from every 4 levels and inherent bonuses (but not retroactively), but excluding all other bonuses. These skill points are not multiplied by 4 at first level. They are allocated as described below. Social Skills: Charisma modifier /2 Athletic Skills: Strength modifier /2 Stealth/Manipulation Skills: Dexterity modifier /2 Perception/Nature Skills: Wisdom modifier /2 Studies Skills: Intelligence modifier (straight up... since there are so many more skills in this category) That may seem like a lot of points, but in a 28pt buy world, no one except wizards (and I have no problem with wizards having extensive book knowledge) should expect to get more than 3 or 4 points extra per level... and those are automatically spread across 3 or 4 skill types (and this don't auto max another skill) Some reworking of the class skill lists might be in order. Off the cuff, all I would do is add profession, craft, and knowledge (local) to all class skill lists. In addition to the bonus skill points described above, each class would gain skill points each level in the following way, except at level 1, when the numbers would be multiplied by 4. Generic skill points may be spent on any skill. Max rank and cross class limitations still apply as normal. Barbarian: 2 athletic + 2 perception + 2 generic Bard: 2 social + 1 stealth + 1 perception + 1 study +3 generic Cleric: 1 social + 1 perception + 1 study + 2 generic Druid: 1 stealth + 2 perception + 1 study + 2 generic Fighter: 3 athletic + 1 study + 1 generic Monk: 2 athletic + 1 stealth + 1 perception + 1 study + 2 generic Paladin: 1 social + 2 athletic + 2 generic Ranger: 2 athletic + 2 stealth + 2 perception + 2 generic Rogue: 1 social + 2 athletic + 2 stealth + 2 perception + 1 study + 3 generic Sorceror: 1 social + 1 study + 2 generic Wizard: 1 perception + 2 generic (lower that other classes because of the high bonus from int to study skills) All characters would clearly be getting more skill points. However, to my mind this system has several benefits: 1. greater variety in selected skills (a fighter or cleric can pick up a profession or craft without feeling like he has gimped his character) 2. reduces the ability to do a one level dip in a class like rogue and suddenly max a skill that the character hasn't be working on over multiple levels 3. more characters will have enough knowledge (local) to actually justify knowledge of their own home town 4. reduces the crazy skill point shuffles that allow some of the more bizarre prestige class hopping abomination characters (this may be news to you if you don't read CO boards or play with powergamers) There it is... first draft anyway. [/QUOTE]
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