EzekielRaiden
Follower of the Way
In theory, a comprehensive and detailed skill system that was meant to meld naturalistic development (growing in those areas which the character had invested their effort) with meaningful and diverse applications. In practice:What did 3.X even had outside combat aside from free wins for Casters? What does 5e even have that 4e doesn't when it comes to out of combat stuff?
- no one but a handful of classes (and all but Rogue being at least part-caster) had enough skill points to do much, as most only had 2 or 4 skill points per level,
- the skills were less "comprehensive" and more "massively over-specialized,"* and
- naturalistic growth meant consigning yourself to both poor current performance and stunted future growth, because dabbling in skills never gets you enough bonus to do remotely well, and the game's incentive structures like PrCs and feats had narrow, specific requirements.
Similar arguments apply to feats, where most feats were trash and the powerful ones usually disproportionately (or even exclusively) benefited casters. The idea was for feats to be awesome, hence why Fighters got so many of them, but they were designed so conservatively and with such an emphasis on the idea of only getting the good stuff after 2, 3, 4, or even more feats already sunk in, that it undercut any chance it could have had to accomplish that goal. As is the case with much of 3e's design, it has wonderful goals and terribad, constantly-sabotaging-itself execution from nearly the ground up.
*With such greats as Use Rope, Decipher Script, Forgery, and one from 3.0 that was so useless even 3.5e dropped it, Innuendo.
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