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[D&D Design Discussion] Preserving the "Sweet Spot"
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<blockquote data-quote="Geron Raveneye" data-source="post: 2996562" data-attributes="member: 2268"><p>Well, how about making skill progress slower? Don't simply cap it, but make it harder, or more expensive, to raise a skill by another level after a character has arrived at a certain level of competence. The linear progress in skills is the reason why skills sky-rocket, at least through normal means. Either install some kind of check a character has to pass every time he wants to put a rank in a skill, which gets progrssively harder the higher he wants to go, or make it cost more skill points to go up a rank after some point. Make that point 5 ranks in any given skill if you want to start early, or 8 ranks if you want to start a bit later, to curb the high-level effect.</p><p></p><p>Additionally, limit the amount of magic that can add to your skill ranks, maybe as a function of how many skill ranks the character has in the skill by himself. Like saying "No magic can do more than double the natural competence of a person" or somesuch.</p><p></p><p>Problem is that, at some point, you either cap the game by a certain level, or you'll have to redesign a lot of the other stuff, too, like combat stats, magic, etc, if you want to keep the sweet spot beyond 10th level. And while I realize you already published your own take on d20 with Grim Tales, I was under the impression that you wanted to keep this thought experiment within the confines of the SRD, right?</p></blockquote><p></p>
[QUOTE="Geron Raveneye, post: 2996562, member: 2268"] Well, how about making skill progress slower? Don't simply cap it, but make it harder, or more expensive, to raise a skill by another level after a character has arrived at a certain level of competence. The linear progress in skills is the reason why skills sky-rocket, at least through normal means. Either install some kind of check a character has to pass every time he wants to put a rank in a skill, which gets progrssively harder the higher he wants to go, or make it cost more skill points to go up a rank after some point. Make that point 5 ranks in any given skill if you want to start early, or 8 ranks if you want to start a bit later, to curb the high-level effect. Additionally, limit the amount of magic that can add to your skill ranks, maybe as a function of how many skill ranks the character has in the skill by himself. Like saying "No magic can do more than double the natural competence of a person" or somesuch. Problem is that, at some point, you either cap the game by a certain level, or you'll have to redesign a lot of the other stuff, too, like combat stats, magic, etc, if you want to keep the sweet spot beyond 10th level. And while I realize you already published your own take on d20 with Grim Tales, I was under the impression that you wanted to keep this thought experiment within the confines of the SRD, right? [/QUOTE]
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[D&D Design Discussion] Preserving the "Sweet Spot"
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