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Does anyone like class skills?
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<blockquote data-quote="FentonGib" data-source="post: 4497312" data-attributes="member: 77527"><p>Granted, the DMG may give a certain degree of flexibility, but there is a certain bias towards Blackguards being fallen paladins or "black knight" concepts, and so there is often a tendency towards heavy armour. With the same argument as to why a blackguard may use light armour, so may a Paladin. imho a Blackguard that is really a sneaky cutthroat is probably more in line for Assassin than Blackguard. I agree though that a Fallen Paladin may go completely the opposite direction from what they used to, and rely more on stealth and dirty tactics - but I personally can't really imagine a warrior straying too far from what they're used to. Guess I'm just traditional. lol</p><p></p><p>I agree with you that the class list is fixed and can be limiting. I personally agree with the class lists since they reflect the areas of expertise for that class (since it's assumed that a level 1 character has spent their formattive years training for that class) at least to generate a level 1 skill set. But it is frustrating that you may get a Fighter or Paladin hanging around with a rogue, ranger and monk who are always relying on stealth, and they NEVER pick up any stealthy abilities? </p><p></p><p>That's why I like the new pathfinder system, because the class skills give you a bonus, which make sense to me based on their training (I also use the rules in the Cityscape book which allows each character to gain 3 extra class skills of their choice based on their social background - I find it helps round things off better) - but you can liberally raise whatever you want after that in game, allowing you to have the stealthy fighter who's picked up a few things from his stealthy companions (but won't be as good as them - as you'd expect).</p><p></p><p>The idea of tying the skills completely with the background of the character is feasible, but in my opinion that background should just reflect your choice of class, in which case it'd determine your skills. An option could be however to do something akin the "Expert" npc class, whereby a player could pick (at level 1) 10 class skills of their choice, to reflect their upbringing. Perhaps as a balance (or compromise) maybe insist that a third of those HAVE to be in "class skills" - thus ensuring that all members of a class have at least some base/common skills, but still giving room for unpredictability, flexibility and originality.</p><p></p><p>The players in my game have always felt the class/cross-class rank system restricts concepts and forces multiclassing, but they love the Pathfinder system for resolving this in a way they are happy with.</p></blockquote><p></p>
[QUOTE="FentonGib, post: 4497312, member: 77527"] Granted, the DMG may give a certain degree of flexibility, but there is a certain bias towards Blackguards being fallen paladins or "black knight" concepts, and so there is often a tendency towards heavy armour. With the same argument as to why a blackguard may use light armour, so may a Paladin. imho a Blackguard that is really a sneaky cutthroat is probably more in line for Assassin than Blackguard. I agree though that a Fallen Paladin may go completely the opposite direction from what they used to, and rely more on stealth and dirty tactics - but I personally can't really imagine a warrior straying too far from what they're used to. Guess I'm just traditional. lol I agree with you that the class list is fixed and can be limiting. I personally agree with the class lists since they reflect the areas of expertise for that class (since it's assumed that a level 1 character has spent their formattive years training for that class) at least to generate a level 1 skill set. But it is frustrating that you may get a Fighter or Paladin hanging around with a rogue, ranger and monk who are always relying on stealth, and they NEVER pick up any stealthy abilities? That's why I like the new pathfinder system, because the class skills give you a bonus, which make sense to me based on their training (I also use the rules in the Cityscape book which allows each character to gain 3 extra class skills of their choice based on their social background - I find it helps round things off better) - but you can liberally raise whatever you want after that in game, allowing you to have the stealthy fighter who's picked up a few things from his stealthy companions (but won't be as good as them - as you'd expect). The idea of tying the skills completely with the background of the character is feasible, but in my opinion that background should just reflect your choice of class, in which case it'd determine your skills. An option could be however to do something akin the "Expert" npc class, whereby a player could pick (at level 1) 10 class skills of their choice, to reflect their upbringing. Perhaps as a balance (or compromise) maybe insist that a third of those HAVE to be in "class skills" - thus ensuring that all members of a class have at least some base/common skills, but still giving room for unpredictability, flexibility and originality. The players in my game have always felt the class/cross-class rank system restricts concepts and forces multiclassing, but they love the Pathfinder system for resolving this in a way they are happy with. [/QUOTE]
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