Does anyone NOT use this house rule?

Because it makes little sense to me? The cowboy suddenly gains 10 ranks in cooking when he only usually gains 2 ranks total when he levels? I like to have a good reason to House Rule things, and I like my House Rules to be well balanced, easy to use, and make sense. No, I don't use "realism" to determine how the rules should work; the fact that I don't see this as realisitic is just another reason not to do it. If the status quo works for me, I leave it alone.

Here's a nice, very simplistic, House Rule that I do use. Rapid Reload applies to all crossbow types instead of having to choose one. I think its a great House Rule. I love it. I don't expect everyone else to use it as well, though, even if I think it is better that way.
 

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I haven't had it come up in play, but I've always intended to use teh rules as written. It doesn't seem like a problem to keep track if you do your levelling-up methodically. And it makes more sense that having an increase in intelligence retroactively increase how effectively you studied before it even happened.
 

ThirdWizard said:
Here's a nice, very simplistic, House Rule that I do use. Rapid Reload applies to all crossbow types instead of having to choose one. I think its a great House Rule. I love it. I don't expect everyone else to use it as well, though, even if I think it is better that way.
As is always my style, I shall point out that this is how it worked in 3.0 and offer the maxim "If it ain't broke, don't fix it." ;)
 

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Agback said:
I haven't had it come up in play, but I've always intended to use teh rules as written. It doesn't seem like a problem to keep track if you do your levelling-up methodically. And it makes more sense that having an increase in intelligence retroactively increase how effectively you studied before it even happened.
As we have seen in previous posts in this thread, which way makes more sense (the RAW or the house rule) is subject to a great deal of debate. Seeing as the brain is a physical construction which processes and stores information, I like to think of it as a sort of organic computer with advanced sensory software packages and an ultra-advanced AI. On that vein, what is the difference between a character with an 18 Int and 52 skill points, and a character with an 18 Int and 234 skill points? Well, an easy answer would be "a difference of 15 rogue levels", but can a person really have 234 skill points? That is, after all, a great deal of information to store in one hard drive! If you think of your character as having one "motherboard" per level (four at 1st-level), then Int bonus to skill points represents an extra hard disk on that motherboard. So, if you increase your Intelligence, you gain more hard drive space on each motherboard, but you still have to actually go out and download things to fill up all that free space you suddenly gained. This house rule works well in games with training rules, as you can simply require the characters to take more time training as they are acquiring more skill points than normal.
ThirdWizard said:
Because it makes little sense to me? The cowboy suddenly gains 10 ranks in cooking when he only usually gains 2 ranks total when he levels? I like to have a good reason to House Rule things, and I like my House Rules to be well balanced, easy to use, and make sense. No, I don't use "realism" to determine how the rules should work; the fact that I don't see this as realisitic is just another reason not to do it. If the status quo works for me, I leave it alone.
You bring up a good point. Perhaps it would be feasible to only grant a number of retroactive skill points at any given level equal to the number of skill points you get by virtue of class? It takes more time to catch up this way, so at higher levels this can make it impossible for a character to catch up if their Intelligence keeps increasing. Breaks down at epic levels... yep, meshes with the core mechanics well. :p Still, that way your cowboy would get his retroactive skill points more slowly (only 2 extra skill points per level), thus preventing the problem of a 19th-level fighter boosting his Int and suddenly getting 22 extra skill points at the next level increase.

Don't consider this a suggestion that you should rethink your stance on the house rule, instead look at it and comment from the perspective that I want to find a usable middle ground between the two arguments, so my games can benefit from the ideas on both sides. :)
 

In our game, the DM just ruled that permamnet increases to int gain skill points retroactively, but the retroactive skill points are only usable for existing skills.

That way upon gaining, say, 4th level and boosting your int, the chaeracter doesn't suddenly know things they never had a clue about previously, but they can apply their newly gained intelligence to skills they have previously known. They get smarter, are able to put 2 and 2 together better for some things, and increase points in existing skills.

Seems reaasonable to me.
 

genshou said:
You bring up a good point. Perhaps it would be feasible to only grant a number of retroactive skill points at any given level equal to the number of skill points you get by virtue of class?

The only problem with that is that you'll have to keep track of how many of the extra skill points have been spent. I'm lucky if my Players can keep track of their hp from session to session, much less anything like this!

pbd said:
That way upon gaining, say, 4th level and boosting your int, the chaeracter doesn't suddenly know things they never had a clue about previously, but they can apply their newly gained intelligence to skills they have previously known. They get smarter, are able to put 2 and 2 together better for some things, and increase points in existing skills.

What happens if all their skills are maxed out? So, if you're a fighter with 13 Int and maxed out climb, jump, and swim, and you increase to 14 Int, what happens?
 


ThirdWizard said:
The only problem with that is that you'll have to keep track of how many of the extra skill points have been spent. I'm lucky if my Players can keep track of their hp from session to session, much less anything like this!
Actually, it's very easy. Calculate the total number of skill points they would have gotten if their Intelligence bonus had been that high for all levels, then compare that to the actual amount they have. If it's lower, then add some extra points each level until they catch up. Wash, rinse, repeat.

Much easier to do if you have a computerized character sheet that automatically calculates how many skill points they have, but you can do the same thing with a spreadsheet quite easily.
pbd said:
I guess you would be SOL, but in our campaings we generally don't have every skill maxed.
Perhaps the rule should be that if all your skills are maxed, you can spend the points on new skills, but only in that case?
 
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genshou said:
Actually, it's very easy. Calculate the total number of skill points they would have gotten if their Intelligence bonus had been that high for all levels, then compare that to the actual amount they have. If it's lower, then add some extra points each level until they catch up. Wash, rinse, repeat.

This brings up a problem that I do have. I find it impossible to do accurate skill audits for PCs. I like to go back and check up on things sometimes, do some calculations just to make sure things were added correctly. However, without knowing (in a multiclass situation) if a skill was bought class or cross-class it is impossible to know if they are short on skillpoints or not. That makes your proposed method difficult.

As an aside, I am considering in my next game making all skills class skills and leaving it to the Players to make sure that they put ranks in things that make sense to their characters (they're pretty good with that). That would aleviate that problem.
 

ThirdWizard said:
Okay, lets take that, look at real life. Lets say we have two people. One works on a ranch riding horses all day. As such, he has max ranks in ride. He also has to cook his meals, but nothing fancy. He has a single point in profession(cook). Another works in the city as a professional cook, and has max ranks in cooking. He also rides a horse occasionally on his days off to relax, but isn't very good at it, so we'll give him one rank in ride.

Aliens come down and make them both smarter. Here's the question: will the ranch hand automatically get better at cooking, and will the cook automatically get better at riding a horse? Your answer is yes. Mine is no. We have a very different idea of how these things work. In fact, you would say that the cook can become just as good at riding as the cowboy, and the cowboy can become just as good at cooking as the cook, assuming they are both class skills. I can't see that at all. Smarter does not mean you learn things without working to learn those things.

No, my answer is: maybe. I have not said you automatically do, just that you *can*. TO say my position otherwise is a severe mischaracterization.

It depends on where they apply their newfound intellect. And in my real life experience, yes smarter does mean you can learn things w/o working on it. Not all things, but some things you can't learn by smarts no matter how intelligent you are.

I think your example is not as biased against my position as it should be. You gave them each a starting point in the opposite skill. Thus it isn't picking up a new skill, it is improving an existing one. This also serves as a nice counter to the "well int bonus represents your iproved smarts". Riding a horse is not int based. But a smarter person can learn it quicker than a less smarter person. You can also get better w/o practice but merely by intelligence. Can you master a non-int based skill using int alone? No. But insights gained by intelligence can certainly apply and the mechanic is skill point accumulation.

Let us examine cooking. Per your example, it is a wisdom based skill. But I'd argue that intelligence has a direct impact on ability to cook. Things as simple as knowing how to not burn the food. Intelligence also deals with memory. Maybe now the ranch hand remembers that every time he added 5 shakes of salt it was not so good fo reveryone else, but that two shakes of salt was better. Maybe before he just threw things together. Maybe now he understands that. Maybe now thate he is smarter he can remeber, know, or can figure out recipies for foods other people like (remember profession is about making a living, not just doing the item but doing it for pay).

Maybe the cook uses his newly increased intelligence to actually think about how to ride a horse better. Maybe he looks at the gear and figures out that he really should make sure teh saddle and harness are tight. Maybe he realizes that there is more to turning a horse than pulling on it's reins. Maybe he *thinks* about it. Skills in D&D are conscious, and thus intelligence is applie din one way or the other. In the mechanic it is skill points. The ranks indicate the mental aspect and the ability modifier finishes it off. Thus while you can think all you weant about how to properly ride a horse (ranks) you are still limited by your physical abilities (Dex in this case).

So in answer to your question, yes they can each get better at the respective skills, but they may not necessarily be as *good* as the other. Presumably, the ranch hand has a higher dex and the cook has a higher wisdom. Thus, as long as the difference is measurabe by ability bonuses, they can not be as good as the other despite what they know. Just to be clear ...

Ranch Hand:
Dex: 15 (+2)
Wis: 10 (+0)

Cook:
Dex: 10 (+0)
Wis: 15 (+2)

Now assuming same level, they can both *know* as much about riding and cooking as each other, but they will not both be equally *good* at any each; the ranch hand will be a better rider and the cook will make more money cooking for people. Ranks are *knowledge* of the skill, nothing more.

Maybe that's the disconnect people have. Ranks only represent knowledge, not ability. Maybe most are thinking ability? Skills encompass to aspect, and people are thinking of it as one single aspect?

Consider swimming. Swimming is strength based. No matter how much you know about how a body moves through water, the stronger person will be able to swim with more gear on.

Take two people. One has a high strength but few ranks in swimming, the other has more ranks but less strength than the other. But their total bonus is the same. What is the difference? In mechanical terms, no difference. But how are they equal? They are equal because one relied on physical ability the other on mental. One uses his knowledge of how water flows to better position his body or take advantage of currents etc.. The other relies on brute force. Both get the job done but in different ways.
 

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