Upper_Krust said:
I must admit I deliberated over how to factor skill bonuses for some time. My reasoning for using the above was simple:
Each Feat is worth +0.2 CR. A feat can add +4 to a skill (something regarded as universally low, which I increased to +8). Therefore every 8 bonus skill points is akin to an extra feat (+0.2). The vampire has 56 bonus skill points which therefore worked out at CR +1.4
Or do you think such Feats should allow even more than +8 skill points?
The thing is, the feats are not equal in power. As to feats, I would judge them on a case-by-base basis. Think about it. Some feats, like Improved Initiative and Lightning Reflexes, are good for anybody. Others, like Power Attack and Combat Casting, are only useful in the right hands. Some others, like Endurance and Skill Focus, are only good as prerequisites or as RP feats, having no actual utility use.
You have been very detailed with every other part of your system, so there is no reason not to do the same with bonus feats, as they are as varied as spell-like abilities. If anything, do what you yourself said and compare. Great Constitution, an EPIC FEAT, gives you +1 Constitution, which is only worth +0.1 to CR. Therefore, it's obvious that not all feats are anywhere near equal. I will leave the divisions to you for now, but if I see something "off", I will indeed call you on it.
Upper_Krust said:
Putting this or that ability on a 1st-level character is always going to be a terrible way of trying to gauge a CR. A more effective method is balancing the particular ability with its peers.
Okay. How many extra skills are worth +14 to ability scores?
Clay_More said:
Hmm, I dont think that skill points should be underrated as well. Anyone tried playing a Wizard with low Concentration? Your combat abilities are significantly decreased. How about trying to counterspell with a very low Spellcraft score?
Concentration is ONLY useful to spellcasters, although it is indeed useful. Consider how many levels it's worth, though. Heck, come Level 7 or Level 8, Concentration checks almost never fail anyway during casting on the defensive! As for Spellcraft, as a DM of over three years just for this game, it is my experience that counterspelling is not a common thing, so that's a hard thing to judge. I have seen NO counterspelling in my time playing this game.
Clay_More said:
Another case, you try being a rogue sneaking up on someone to get that Sneak Attack thats your only choice of defeating your opponent, if the opponent has +20 listen and spot.
Unnecessary. You don't have to sneak up on your opponent, just flank him or catch him flat-footed. Not an issue.
Clay_More said:
Tumble is another combat-usable skill, yes, but not the only one. Off course, you can always argue if it's worth it, compared to such benefits as natural armor & fast healing.
Tumble is the ONLY universally useful skill for all classes during combat.
Basically, I'm not underestimating these things. I simply don't think they're worth anywhere close to a whole level until you have hundreds of bonuses in skills. Want more? Consider that once you get a, say, +20 to a single skill, you're already gonna succeed at anything and everything you'll do with that skill. Probably sooner usually, especially for vampires.
Basically, compare the usefulness of different things. How many skills are worth ability score points? Better yet, ask players, how many skill bonuses would they trade an ability score point for? I would bet you would get a VERY high number, IF they are willing to trade at all. The only reason for taking things like Skill Focus, if EVER taken (as is VERY rare), is more for RP purposes than for in-game purposes.