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base attack and saves
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<blockquote data-quote="DanMcS" data-source="post: 1242141" data-attributes="member: 6530"><p>Yep. I gave up on it, it's too much of a pain. It'll have to wait for 4e, probably. Just based on frequency of use, attack and defense are much more useful skills than nearly anything else. You might attack 10 or more times in a single combat, while you might climb a wall once in a session. BAB then is nearly always an optimal use of skill points, people will max it whenever possible, so why bother trying to shoehorn it into the system? The fixed advancement works just as well.</p><p></p><p></p><p></p><p>Yep. I don't think either of them is a good idea. Skill ranks should be about equal in value- a rank in climb should be comparatively equivalent to a rank in jump. And typically, they are, you might climb once a game session, or jump once a game session, and a rank in either at that point is equally valuable.</p><p></p><p>When skills get to be too valuable is when they're used too often. Like Tumble, which approaches BAB and BDB in usefulness, since in combat, you might use it every round.</p><p></p><p>By combining skills, you're making them more valuable, they'll be used more often. Spot and Listen as "Perception" is almost a no-brainer to spent points on. Heck, Spot by itself is almost that way now, since it will probably get called for several times in a session. Add Listen to it, and it's an uberskill. Same with MS and HS.</p><p></p><p>Skill-based games make up for this problem by having more-useful skills cost more points. D&D doesn't have that much granularity yet. You'd need to multiply everyone's skill ranks by 10, then give the skills different costs, like Jump would be 7 points per rank, and Stealth would be 18, and BAB might be 30. Or whatever. But that's a rather different game, or maybe 4e.</p><p></p><p>Darn it, now I'm participating in the "MS and HS should be Stealth" thread. You're a bad man. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="DanMcS, post: 1242141, member: 6530"] Yep. I gave up on it, it's too much of a pain. It'll have to wait for 4e, probably. Just based on frequency of use, attack and defense are much more useful skills than nearly anything else. You might attack 10 or more times in a single combat, while you might climb a wall once in a session. BAB then is nearly always an optimal use of skill points, people will max it whenever possible, so why bother trying to shoehorn it into the system? The fixed advancement works just as well. Yep. I don't think either of them is a good idea. Skill ranks should be about equal in value- a rank in climb should be comparatively equivalent to a rank in jump. And typically, they are, you might climb once a game session, or jump once a game session, and a rank in either at that point is equally valuable. When skills get to be too valuable is when they're used too often. Like Tumble, which approaches BAB and BDB in usefulness, since in combat, you might use it every round. By combining skills, you're making them more valuable, they'll be used more often. Spot and Listen as "Perception" is almost a no-brainer to spent points on. Heck, Spot by itself is almost that way now, since it will probably get called for several times in a session. Add Listen to it, and it's an uberskill. Same with MS and HS. Skill-based games make up for this problem by having more-useful skills cost more points. D&D doesn't have that much granularity yet. You'd need to multiply everyone's skill ranks by 10, then give the skills different costs, like Jump would be 7 points per rank, and Stealth would be 18, and BAB might be 30. Or whatever. But that's a rather different game, or maybe 4e. Darn it, now I'm participating in the "MS and HS should be Stealth" thread. You're a bad man. :) [/QUOTE]
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