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General Tabletop Discussion
*Pathfinder & Starfinder
half as many skills - half as many skill points?
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<blockquote data-quote="Slapzilla" data-source="post: 3943919" data-attributes="member: 52781"><p>I agree about the Rogue. The points and skill set are great for creating a specialist. Cat Burglar, Mole, Sneakthief, House (Dungeon) breaker, Dip, Hustler etc., etc.. You can build a generalist with a couple of points in all the skill but you'll be second best.</p><p></p><p>I think if there is a need to simplify an already simple system it is towards defining things like Tumble and Balance. Climbing up a gutter downspout it (of course) breaks and tilts backwards towards another roof... it's steep and apparently thin metal so landing on it will be LOUD and being on it you'll slide. Tumble to land quietly and Balance to prevent the slide? If you do slide, is it a Tumble or Jump to get off the roof without hurting yourself? Any self respecting player wants to jump back onto the wall the downspout broke off of in the first place. Tumble or Jump while making a Balance check to do that? We could debate this situation for any length of time and we'd all have good input. The expedient answer is Acrobatics for all rolls.</p><p></p><p>I think the Player and DM should agree on three <u>tightly</u> related (to the character) skills, like Balance, Jump and Tumble, call it Acrobatics (or something) and for 2 points, get a +1 in all three. Abuse potential abounds but DMs must be firm. Climb/Jump/Swim for the outdoorsy type, Bluff/Disguise/Knowledge (Nobility and Royalty) for a spy, Disable Device/Open Lock/ Use rope for the especially nimble-fingered. Combinations galore! Since it is character specific, blanket combos wouldn't be as prominent and the specifics should be worked out at the table. Just a thought.</p></blockquote><p></p>
[QUOTE="Slapzilla, post: 3943919, member: 52781"] I agree about the Rogue. The points and skill set are great for creating a specialist. Cat Burglar, Mole, Sneakthief, House (Dungeon) breaker, Dip, Hustler etc., etc.. You can build a generalist with a couple of points in all the skill but you'll be second best. I think if there is a need to simplify an already simple system it is towards defining things like Tumble and Balance. Climbing up a gutter downspout it (of course) breaks and tilts backwards towards another roof... it's steep and apparently thin metal so landing on it will be LOUD and being on it you'll slide. Tumble to land quietly and Balance to prevent the slide? If you do slide, is it a Tumble or Jump to get off the roof without hurting yourself? Any self respecting player wants to jump back onto the wall the downspout broke off of in the first place. Tumble or Jump while making a Balance check to do that? We could debate this situation for any length of time and we'd all have good input. The expedient answer is Acrobatics for all rolls. I think the Player and DM should agree on three [U]tightly[/U] related (to the character) skills, like Balance, Jump and Tumble, call it Acrobatics (or something) and for 2 points, get a +1 in all three. Abuse potential abounds but DMs must be firm. Climb/Jump/Swim for the outdoorsy type, Bluff/Disguise/Knowledge (Nobility and Royalty) for a spy, Disable Device/Open Lock/ Use rope for the especially nimble-fingered. Combinations galore! Since it is character specific, blanket combos wouldn't be as prominent and the specifics should be worked out at the table. Just a thought. [/QUOTE]
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Community
General Tabletop Discussion
*Pathfinder & Starfinder
half as many skills - half as many skill points?
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