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General Tabletop Discussion
*Dungeons & Dragons
Doing away with Class Skills
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<blockquote data-quote="Crothian" data-source="post: 101865" data-attributes="member: 232"><p>First off, with skills it's really hard to unbalance the game. Tumbling, sneaking (hide and move silently), and detecting things (listen and spot) are, IMO, the most powerful. Mostly, I'm just playing Devil's Advocate for you. If I ever run another game is going to be House Rules heavy as there are so many thing I'm not happy about in d20. </p><p></p><p>Personally, all classes except the rogue get to few skill points. I even give everyone extra skill points at level one to put in background skills like craft and proffesssion. </p><p></p><p>You make everyone litterate? Huh, I make everyone illerate. Ya, I use the variant literacy rules, too. Knowledge skills are great for information, but it really depends on the campaign. I like to use them every week to hand out extra info to those who made a knowldge check. It gave a reason to use the skill. I also had it help out research. I like mystery games, and force players to think. Incidently, that's why they asked me to stop DMing.......</p><p></p><p>Perhaps give Bards and Wizards a specialty in knowldge skills. THey can pick any two knowldge skills and they get a bonus to the skill and a chance to learn info not availible to others no matter how high their knowledge Whatever is.</p><p></p><p>Personally, I think feats like skill focus and Alertness will still be fine. Even as the rules are these feats lose power with level. a +2 bonus is huge at level one, but almost meaningless at level 20. I doubt I'll ever take those feats again unless they really fit the character.</p></blockquote><p></p>
[QUOTE="Crothian, post: 101865, member: 232"] First off, with skills it's really hard to unbalance the game. Tumbling, sneaking (hide and move silently), and detecting things (listen and spot) are, IMO, the most powerful. Mostly, I'm just playing Devil's Advocate for you. If I ever run another game is going to be House Rules heavy as there are so many thing I'm not happy about in d20. Personally, all classes except the rogue get to few skill points. I even give everyone extra skill points at level one to put in background skills like craft and proffesssion. You make everyone litterate? Huh, I make everyone illerate. Ya, I use the variant literacy rules, too. Knowledge skills are great for information, but it really depends on the campaign. I like to use them every week to hand out extra info to those who made a knowldge check. It gave a reason to use the skill. I also had it help out research. I like mystery games, and force players to think. Incidently, that's why they asked me to stop DMing....... Perhaps give Bards and Wizards a specialty in knowldge skills. THey can pick any two knowldge skills and they get a bonus to the skill and a chance to learn info not availible to others no matter how high their knowledge Whatever is. Personally, I think feats like skill focus and Alertness will still be fine. Even as the rules are these feats lose power with level. a +2 bonus is huge at level one, but almost meaningless at level 20. I doubt I'll ever take those feats again unless they really fit the character. [/QUOTE]
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