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General Tabletop Discussion
*Pathfinder & Starfinder
Class Skills vs Cross-class Skills
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<blockquote data-quote="small pumpkin man" data-source="post: 4143746" data-attributes="member: 57910"><p>Having never felt restricted by the class system as a whole (although I have a problem with specific 3.x classes, such as the fighter and Sorcerer) I'd have to say my opinion is it's worth it.</p><p></p><p>You also said opportunity cost, I agreed that with more consolidated and powerful skills in general, fewer skill points on average and an (apparent) that it perception and similar skills would be less universally taken than in 3.x if you did a similar thing. I assumed you weren't repeating yourself.</p><p></p><p>The entire reason perception gets used as an example is because everyone will roll it eventually, because even if you don't go out of your way to use it, it could save your character's life, (it's similar to 3.x concentration that way). I already said this. Unlike survival or Arcana or even particularly powerful skills like Use Magic Device, just because the Ranger character has perception doesn't make it not worth taking for the Wizard.</p><p></p><p></p><p>The Warlock we've seen is not trained in Arcana and I would not want that to be common, since it would imply that most classes would only get two, <em>maybe</em> three choices of class skills, this is far more restrictive than class skills for me. I think it's more likely that all (or most) classes get 4 skills to choose, and some (Rogue and Ranger) get prechosen skills as a bonus.</p><p></p><p>Streetwise doesn't make obvious sense for classes which have some sort of extensive training as part of their background (Wizards & Clerics as the most obvious ones), Insight is (I believe) supposed to be sense motive, not just generally being "insightful", so it makes sense for it to be cross-class for classes for which dealing with people is not necessarily the norm (such as Wizards, and the more wildernessy classes). I'm not entirely sure what 4e Dungeoneering is supposed to cover.</p><p></p><p>However, obviously these are rationalizations, reasons for specific class skills not reasons for the rule as a whole. I still feel that it the reason for the rule is it helps create archetypes, making characters of different classes feel different and making creating characters easier for new users. Removing the mechanic of "class skills" should be a perfectly good house rule, similar, but less drastic to opening up power selection to all classes, but <em>from the position of the developers<em>, as creators of a game that is going to be used in RPGA games and is attempting to get new blood, it is my opinion the solidification of character archetypes and the extra safety valve against imbalance outweighs the extra character options opening up all skills would provide.</em></em></p></blockquote><p></p>
[QUOTE="small pumpkin man, post: 4143746, member: 57910"] Having never felt restricted by the class system as a whole (although I have a problem with specific 3.x classes, such as the fighter and Sorcerer) I'd have to say my opinion is it's worth it. You also said opportunity cost, I agreed that with more consolidated and powerful skills in general, fewer skill points on average and an (apparent) that it perception and similar skills would be less universally taken than in 3.x if you did a similar thing. I assumed you weren't repeating yourself. The entire reason perception gets used as an example is because everyone will roll it eventually, because even if you don't go out of your way to use it, it could save your character's life, (it's similar to 3.x concentration that way). I already said this. Unlike survival or Arcana or even particularly powerful skills like Use Magic Device, just because the Ranger character has perception doesn't make it not worth taking for the Wizard. The Warlock we've seen is not trained in Arcana and I would not want that to be common, since it would imply that most classes would only get two, [i]maybe[/i] three choices of class skills, this is far more restrictive than class skills for me. I think it's more likely that all (or most) classes get 4 skills to choose, and some (Rogue and Ranger) get prechosen skills as a bonus. Streetwise doesn't make obvious sense for classes which have some sort of extensive training as part of their background (Wizards & Clerics as the most obvious ones), Insight is (I believe) supposed to be sense motive, not just generally being "insightful", so it makes sense for it to be cross-class for classes for which dealing with people is not necessarily the norm (such as Wizards, and the more wildernessy classes). I'm not entirely sure what 4e Dungeoneering is supposed to cover. However, obviously these are rationalizations, reasons for specific class skills not reasons for the rule as a whole. I still feel that it the reason for the rule is it helps create archetypes, making characters of different classes feel different and making creating characters easier for new users. Removing the mechanic of "class skills" should be a perfectly good house rule, similar, but less drastic to opening up power selection to all classes, but [i]from the position of the developers[i], as creators of a game that is going to be used in RPGA games and is attempting to get new blood, it is my opinion the solidification of character archetypes and the extra safety valve against imbalance outweighs the extra character options opening up all skills would provide.[/i][/i] [/QUOTE]
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Class Skills vs Cross-class Skills
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