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*Pathfinder & Starfinder
Design and Development: Skills
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<blockquote data-quote="Riastlin" data-source="post: 5648235" data-attributes="member: 94022"><p>Me personally, I actually liked skill points, but then, I also always started my campaigns (and characters at level 1) and so allocating the points wasn't that big of a deal for me so I can see the frustration there.</p><p> </p><p>What I really like from your post though is the idea of keeping the core relatively simple, but allowing for customization and/or more complexity through feats, powers, etc. Your comparison to dwarves vs. giants was spot on and provides interesting food for thought. Come to think of it, its one of the reasons I like dwarves in 4ed so much because they have such great feat support (well that and my runepriest has such poor feat support for his class that dwarven feats became his class feats <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />). </p><p> </p><p>The only potential issue I might have is trying to find a way in which to make skill-based feats or powers as appealing as the combat based ones. Obviously much of this will be a matter of personal preference. Those who like to get into the skilled aspects more than the combat aspect already have the ability to do so. The key though is you don't want to feel as though you are potentially harming your party by taking a skill-based feat or power over a combat based one. Currently I think 4ed often suffers from this as taking a Utility power for instance that grants the party a bonus to a particular skill for a round doesn't seem nearly as appealing as say a utility power that lets you heal a dying ally. </p><p> </p><p>Potentially this could be addressed by separating the skill feats or talents from the regular feat pool and simply saying "every X levels you gain a skill feat" but then I think you come back to being close to a skill point system. Ultimately of course, all of this eventually falls on the shoulders of the DM to make it such that the players feel as though their choices matter. Nothing is worse than training in Endurance and then almost never making an endurance check simply because the DM never provides the opportunity for it. That type of situation makes it feel as though the player made a poor choice at character gen.</p></blockquote><p></p>
[QUOTE="Riastlin, post: 5648235, member: 94022"] Me personally, I actually liked skill points, but then, I also always started my campaigns (and characters at level 1) and so allocating the points wasn't that big of a deal for me so I can see the frustration there. What I really like from your post though is the idea of keeping the core relatively simple, but allowing for customization and/or more complexity through feats, powers, etc. Your comparison to dwarves vs. giants was spot on and provides interesting food for thought. Come to think of it, its one of the reasons I like dwarves in 4ed so much because they have such great feat support (well that and my runepriest has such poor feat support for his class that dwarven feats became his class feats ;)). The only potential issue I might have is trying to find a way in which to make skill-based feats or powers as appealing as the combat based ones. Obviously much of this will be a matter of personal preference. Those who like to get into the skilled aspects more than the combat aspect already have the ability to do so. The key though is you don't want to feel as though you are potentially harming your party by taking a skill-based feat or power over a combat based one. Currently I think 4ed often suffers from this as taking a Utility power for instance that grants the party a bonus to a particular skill for a round doesn't seem nearly as appealing as say a utility power that lets you heal a dying ally. Potentially this could be addressed by separating the skill feats or talents from the regular feat pool and simply saying "every X levels you gain a skill feat" but then I think you come back to being close to a skill point system. Ultimately of course, all of this eventually falls on the shoulders of the DM to make it such that the players feel as though their choices matter. Nothing is worse than training in Endurance and then almost never making an endurance check simply because the DM never provides the opportunity for it. That type of situation makes it feel as though the player made a poor choice at character gen. [/QUOTE]
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Design and Development: Skills
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