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Fantasy Heartbreaker: 2d6vs d20
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<blockquote data-quote="UngeheuerLich" data-source="post: 8303244" data-attributes="member: 59057"><p>I think there is a middleground. Maybe trained should start at +4 for skills. Or more classes should get expertise in their field of speciality (mages might get expertise in arcana).</p><p></p><p>Actually skills in 3.x were no total disaster, as long as you took cross class a the base for your decisions. This is more or less in line with 5e (+2 at the beginning is the same, +1 every other level is a bit more generous). </p><p>Where it really fell flat was that skills were used as prerequisites for a lot of things and there were so many to increase skill modifiers. </p><p>If you go back to 3.0 however you have some more sane numbers and only the rogue really got many skill points. All other classes were starved. </p><p>I think with better advertisement (cross class skill = skills, class skills = expert skills) and only allowing a certain portion of your skill points to increase expert skills above the cross class treshold you were fine. Actually this is very similar to how 5e works. </p><p></p><p>And I tested this. At the end of 3.5 this was how I ran it. I only used DCs between 5 and 25 usually 10 to 20 and suddenly my players were happy. </p><p>What I also used was the default rule: you always use take 20 if you are not under preasure. Even a lock can be picked with d20.</p></blockquote><p></p>
[QUOTE="UngeheuerLich, post: 8303244, member: 59057"] I think there is a middleground. Maybe trained should start at +4 for skills. Or more classes should get expertise in their field of speciality (mages might get expertise in arcana). Actually skills in 3.x were no total disaster, as long as you took cross class a the base for your decisions. This is more or less in line with 5e (+2 at the beginning is the same, +1 every other level is a bit more generous). Where it really fell flat was that skills were used as prerequisites for a lot of things and there were so many to increase skill modifiers. If you go back to 3.0 however you have some more sane numbers and only the rogue really got many skill points. All other classes were starved. I think with better advertisement (cross class skill = skills, class skills = expert skills) and only allowing a certain portion of your skill points to increase expert skills above the cross class treshold you were fine. Actually this is very similar to how 5e works. And I tested this. At the end of 3.5 this was how I ran it. I only used DCs between 5 and 25 usually 10 to 20 and suddenly my players were happy. What I also used was the default rule: you always use take 20 if you are not under preasure. Even a lock can be picked with d20. [/QUOTE]
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Fantasy Heartbreaker: 2d6vs d20
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