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Chris just said why I hate wizard/fighter dynamic
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<blockquote data-quote="tetrasodium" data-source="post: 8546134" data-attributes="member: 93670"><p>That comes down to expecting wizards to still fill the skill boots they did in the past & in levelup in o5e where skills work differently. Back in 3.5 fighters had 4+int mod skill points/level while wizards had 3+int mod skill points/level, <em>rogue had 8+int mod for comparison</em>. Levelup grants[spoiler="this more nuanced thing for high intelligence"]</p><p>Bonus Knowledge</p><p>Having a higher Intelligence means you have more knowledge than other characters. During character creation, for each point of your Intelligence modifier above 0 you can choose a skill specialty in one of the following skills (covered in detail page 408): Arcana, Culture, Engineering, <strong>History</strong>, Nature, Religion. If you are not proficient in any of these skills you can gain proficiency with one, choose an extra language known, or pick a tool proficiency in one artisan’s tool, gaming kit, instrument, or vehicle.</p><p></p><p>Having a higher Intelligence means having more knowledge than other characters. During character creation, for each point of your Intelligence modifier above 0 you can choose a skill specialty chosen from lore skills (Arcana, Culture, Engineering, History, Nature, Religion). If you are not proficient in any lore skills you either gain proficiency with a lore skill, choose an extra language known, or pick a tool proficiency in one artisan’s tool, gaming kit, instrument, or vehicle.If you lose bonus knowledge due to a decrease in Intelligence, at the Narrator’s discretion you might choose a new bonus knowledge the next time your Intelligence modifier increases (instead of regaining the lost bonus knowledge).[/spoiler]</p><p></p><p>In o5e fighter gets: "Skills: Choose <strong>two</strong> skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival"</p><p>Wizard gets: "Skills: Choose <strong>two</strong> from Arcana, History, Insight, Investigation, Medicine, and Religion"</p><p></p><p>Arcana is pretty much a required nonchoice for a lot of reasons & it's great for knowing things under the arcana umbrella, but two skills that amount to "let me tell bob what he needs to know by way of asking the gm so the gm can tell the entire table what bob needs to know so bob can go off to actively do something cool with that knowledge" is usually a bit much for most players. </p><p></p><p>Whatever the reasons behind why players choose one skill over a different skill<strong> the result is not notably different when trained</strong> because history is very much a skill that allows the gm an excuse to infodump knowledge. Either there is <em>something</em> the gm feels the players needs to know & almost any result will shed more than zero light on that something or there isn't but the thing being checked with history is related enough to something that players <em>could</em> know & thus get some detail there too. Unlike getting 20-30 on an athletics check to break shackles lift a portcullis without the winch or whatever there's not any real difference between rolling 10 & getting the info needed & rolling 20-30 & getting the same info the gm wanted to give. If there's not info to be had it doesn't matter how high the end result is</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8546134, member: 93670"] That comes down to expecting wizards to still fill the skill boots they did in the past & in levelup in o5e where skills work differently. Back in 3.5 fighters had 4+int mod skill points/level while wizards had 3+int mod skill points/level, [I]rogue had 8+int mod for comparison[/I]. Levelup grants[spoiler="this more nuanced thing for high intelligence"] Bonus Knowledge Having a higher Intelligence means you have more knowledge than other characters. During character creation, for each point of your Intelligence modifier above 0 you can choose a skill specialty in one of the following skills (covered in detail page 408): Arcana, Culture, Engineering, [B]History[/B], Nature, Religion. If you are not proficient in any of these skills you can gain proficiency with one, choose an extra language known, or pick a tool proficiency in one artisan’s tool, gaming kit, instrument, or vehicle. Having a higher Intelligence means having more knowledge than other characters. During character creation, for each point of your Intelligence modifier above 0 you can choose a skill specialty chosen from lore skills (Arcana, Culture, Engineering, History, Nature, Religion). If you are not proficient in any lore skills you either gain proficiency with a lore skill, choose an extra language known, or pick a tool proficiency in one artisan’s tool, gaming kit, instrument, or vehicle.If you lose bonus knowledge due to a decrease in Intelligence, at the Narrator’s discretion you might choose a new bonus knowledge the next time your Intelligence modifier increases (instead of regaining the lost bonus knowledge).[/spoiler] In o5e fighter gets: "Skills: Choose [B]two[/B] skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival" Wizard gets: "Skills: Choose [B]two[/B] from Arcana, History, Insight, Investigation, Medicine, and Religion" Arcana is pretty much a required nonchoice for a lot of reasons & it's great for knowing things under the arcana umbrella, but two skills that amount to "let me tell bob what he needs to know by way of asking the gm so the gm can tell the entire table what bob needs to know so bob can go off to actively do something cool with that knowledge" is usually a bit much for most players. Whatever the reasons behind why players choose one skill over a different skill[B] the result is not notably different when trained[/B] because history is very much a skill that allows the gm an excuse to infodump knowledge. Either there is [I]something[/I] the gm feels the players needs to know & almost any result will shed more than zero light on that something or there isn't but the thing being checked with history is related enough to something that players [I]could[/I] know & thus get some detail there too. Unlike getting 20-30 on an athletics check to break shackles lift a portcullis without the winch or whatever there's not any real difference between rolling 10 & getting the info needed & rolling 20-30 & getting the same info the gm wanted to give. If there's not info to be had it doesn't matter how high the end result is [/QUOTE]
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