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Disappointed in 3.5 books
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<blockquote data-quote="Elvinis75" data-source="post: 1011963" data-attributes="member: 4379"><p>This is hard to read and I don't even know if it follows the example. Most engineering degrees involve a certain amount of math classes. I would say a better example would be an Art major that is very analytical thinker. Do you think that they are going to take twice as much time to learn the same material as a math major that maybe isn't as analytical in nature? (Read in game rules the character with class A that doesn't get skill A as a class skill but has a higher stat to which the skill is based off than another character that has it as a class skill but has a lower stat)</p><p></p><p>I'm sorry but I don't see a default cookie cutter view of a profession being the only factor in a characters skill generation. This is WoTC view of the stereotype fighter and these are the skills that you get. I never liked that. It works great for people that are just starting or that don't want to worry about that level of detail.</p><p></p><p>They give you two in the book and I think that there should be three. The two presented are:</p><p>Basic Package - Here are your skills points placed.</p><p>Normal package - Here are your skill point and the way that you can spend them.</p><p></p><p>I think they need to have the third package.</p><p>Open Package - Your character has x amount of time to spend on skills and time to develop Y skills.</p><p>For the fighter: Pick 6 class skills(Y skills) from any of the non-class specific skills; these are your class skills. You get x starting skills to spend as you wish on these or other cross-class skills.</p><p></p><p>The fighter just doesn't have the time to work on skills. Thus the low number of skill points gained per level.</p><p>Wow that is enough for me ... it is time to go to the lab</p></blockquote><p></p>
[QUOTE="Elvinis75, post: 1011963, member: 4379"] This is hard to read and I don't even know if it follows the example. Most engineering degrees involve a certain amount of math classes. I would say a better example would be an Art major that is very analytical thinker. Do you think that they are going to take twice as much time to learn the same material as a math major that maybe isn't as analytical in nature? (Read in game rules the character with class A that doesn't get skill A as a class skill but has a higher stat to which the skill is based off than another character that has it as a class skill but has a lower stat) I'm sorry but I don't see a default cookie cutter view of a profession being the only factor in a characters skill generation. This is WoTC view of the stereotype fighter and these are the skills that you get. I never liked that. It works great for people that are just starting or that don't want to worry about that level of detail. They give you two in the book and I think that there should be three. The two presented are: Basic Package - Here are your skills points placed. Normal package - Here are your skill point and the way that you can spend them. I think they need to have the third package. Open Package - Your character has x amount of time to spend on skills and time to develop Y skills. For the fighter: Pick 6 class skills(Y skills) from any of the non-class specific skills; these are your class skills. You get x starting skills to spend as you wish on these or other cross-class skills. The fighter just doesn't have the time to work on skills. Thus the low number of skill points gained per level. Wow that is enough for me ... it is time to go to the lab [/QUOTE]
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