BluWolf
Explorer
Most of the games I have played have paid a lot of attention to verisimilitude in regards to things like, weapons and armor and excellent background story an believable economics or legal code.
But man, do they take an absolute wiff in the skill point department.
Now I have always been influenced by an old Dragon article called "Gandalf was a 5th Wizard" or some such, I have not dug my Dragons out in awhile. And, there is an excellent article here http://www.thealexandrian.net/creations/misc/d&d-calibrating.html , that discusses skills in more detail as to how they stack up in the "real' world. So I take it with a grain of salt that maybe I am a little more skewed to the mundane end of the spectrum whe it comes to gaming.
But I have an issue with a player just assigning max skill points to his skills waxh level with out any real "effort". I say effort with a grain of salt. We use training rules so there is a time and money cost associated but I am not buying the trade off here.
Essentially, if you go unabated just by the core rules a 10th level Wizard with 16 Int (and the average 10th lvl Wiz is probably 18) could have a Knowledge Arcana of 12 w +3 Int bonus. He is a lock for knowing just about anything magical.
I think this potentially robs the game of some of its mystery.
I propose that training in certain skills, Craft and Knowledge in particular, should become more and more scarce as a PC advances.
You want to go from Kno: Arcana 1 to 2. Fine spend a week reading your correspondence course from Hoggwart's. You want to go from 5 ranks to 6, 7, or 8?? Ok, now you are getting in the realm of Grad school and post doctoral thesis. Go find some one who knows this or start looking for lost texts.
I think GMs are passing up on an opportunity to make the PCs earn some of their ungodly skills when it comes to things other than BaB and more spell slots.
Just my opinion, but I think in my next game, whihc will be an E10 game, that most skills over 5 skill points aer going to start needing some adventure/roleplay heavy adventuring to come by.
Thoughts??
But man, do they take an absolute wiff in the skill point department.
Now I have always been influenced by an old Dragon article called "Gandalf was a 5th Wizard" or some such, I have not dug my Dragons out in awhile. And, there is an excellent article here http://www.thealexandrian.net/creations/misc/d&d-calibrating.html , that discusses skills in more detail as to how they stack up in the "real' world. So I take it with a grain of salt that maybe I am a little more skewed to the mundane end of the spectrum whe it comes to gaming.
But I have an issue with a player just assigning max skill points to his skills waxh level with out any real "effort". I say effort with a grain of salt. We use training rules so there is a time and money cost associated but I am not buying the trade off here.
Essentially, if you go unabated just by the core rules a 10th level Wizard with 16 Int (and the average 10th lvl Wiz is probably 18) could have a Knowledge Arcana of 12 w +3 Int bonus. He is a lock for knowing just about anything magical.
I think this potentially robs the game of some of its mystery.
I propose that training in certain skills, Craft and Knowledge in particular, should become more and more scarce as a PC advances.
You want to go from Kno: Arcana 1 to 2. Fine spend a week reading your correspondence course from Hoggwart's. You want to go from 5 ranks to 6, 7, or 8?? Ok, now you are getting in the realm of Grad school and post doctoral thesis. Go find some one who knows this or start looking for lost texts.
I think GMs are passing up on an opportunity to make the PCs earn some of their ungodly skills when it comes to things other than BaB and more spell slots.
Just my opinion, but I think in my next game, whihc will be an E10 game, that most skills over 5 skill points aer going to start needing some adventure/roleplay heavy adventuring to come by.
Thoughts??