You know if you made your post shorter it would be quicker to reply
so I'll cover the basics
irdeggman said:
This point seems to be the crux of the arguement as to why this is balanced.
Now, using the skill cost table you posted earlier:
Does this apply to all skills or only to combat skills?
How do cross class skills work in this system?
Are combat skill class skills for certain classes or are they class skill for everyone?
If they are class skills for some - what is the difference in cost? 1/2 the cost or -1?
This applys to all skills,
The cost above 0 is the same, but if you don't have a skill as a class skill you first have to pay off the penalty in that skill (example non class skill in spellcraft is -10, any thing you try to do with this skill works at -10 to your roll, if you want to buy points in this skill you have first got to work of the penalty (-10 in this case) at a one to one cost, ie only 10 skill points) then you can start buy this skill above zero,
Combat skill as all skills are open to everyone, (but you would still have a penalty if not related to class)
irdeggman said:
In 3.x you cannot store skill points, they must be spent when leveling up. How will this be handled? A character gets a set amount of skill points when he levels up (fighters get 2 + Int bonus) so when leveling up a fighter would be incapable of purchasing higher ranks in combat skills due to not having sufficient skill points.
Can in this
irdeggman said:
Using skill based system only reinforces the point most are making that heavily skill based class will be better at this system regardless of how it is used.
By using an increased skill cost per rank system only serves to emphasis the bonus that high skilled classes get.
Also the fact that humans get more skill points will also make them bettter at combat than races like dwarves and half-orcs (races which have historically been better at combat than other races).
Not so, remember as part of class is also HD, Saves, feats and abilities, so outside of skill the class's are still very different, if you want a Wis whos good with a sword, fine, but he will not be as good at his job compaired to another Wis who spent it on his class related skills, being very high in one skill will lead to weakness's in the rest of his character skills,
and you have the wrong idea about who many skill points each character would have,
it would need to be redone in line with the rest of this system (every class has to reabsorb their BAB in to skill points just to start with)
then balanced against their other class abilities (HD, Saves, feats etc)
thats the number crunching I have not finished (but is doable just because it is balancing numbers)
irdeggman said:
To make things clearer to us it would be benficial if you "created" some templates here to show how this lays out, because I think that we are "missing" something.
Suggestions:
1st level:
Human fighter
Human rogue
Dwarf fighter
Then progress them to 5th level (allows for a single ability score increase and chracter level feat).
What!?, I wish I had that sort of free time lol
irdeggman said:
I also think somewhere it would be useful for you to lay out what you think a "class" is or more specifically what things are "common" enough to make one class different than another. IIRC you had mentioned having issues with the fact that classes are too pigeon-holed (my paraphrasing). I think by defining the "concept" of a "class" you have in mind it will help us to understand "what" is attempting to be done.
Okay class work pretty much the same as always, etc,
(aka an occupation/job, but not a forced character stereo type)
you keep forgetting everything else outside of skills, that class's are made from
The game is the same, just BAB is now covered by skills,
and the skill system is more developed (with in built balance) to support this