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General Tabletop Discussion
*Pathfinder & Starfinder
Increasing Out-Of-Combat Effectiveness For All Classes
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<blockquote data-quote="mkill" data-source="post: 5879288" data-attributes="member: 55985"><p>"Raw Muscle" should have been a 3E/4E skill. I guess in 5E it could be handled as a class/background bonus to strength checks.</p><p></p><p>There are a lot of things Fighters should be good at outside of combat: keeping watch (Perception), keeping their armor and weapons in shape (Craft), climbing, swimming, jumping... depending on their background, fighters should also be good at talking to townsfolk (town guard), nobles (night), military types and bureaucrats (soldier) or employers (mercenary).</p><p></p><p>It sounds basic and straightforward, and it probably is. For me, the problem, especially in 3E, wasn't so much that the fighter had no supernatural skills or spells to use for exploration and interaction. The problem was a combination of </p><p>* pitiful 2 base skill points</p><p>* typically low Int that gave no extra skill points</p><p>* at higher level, the base ability score becomes irrelevant and only skill points count</p><p>* completely anemic skill list - not even Profession (as the only one!!)</p><p>* class skills that don't connect with typical Fighter ability scores - can't Intimidate with Strength</p><p>* high penalty for taking cross-class skills</p><p>* No Knowledge skills for typical Fighter lore: no Knowledge (warfare)/(strategy)/(tactics)/(logistics), no Knowledge (heraldry)</p><p></p><p>In other words, the reason fighters were useless in non-combat situations is not tied to the Fighter archetype itself. It's rather that they got completely screwed by the 3E skill system. (And then screwed again when simple first-level spells give massively better bonuses than they can achieve with skill points alone until level 20...)</p><p></p><p>An ability score check / skill system that balances better between the classes should help a great deal.</p><p>* give all classes the same amount of skills/bonuses/NWPs</p><p>* if you use skill points, don't tie them to one ability score</p><p>* the difference between trained and untrained in an area shouldn't scale to a point where untrained characters don't even need to try</p><p>* just say no to class skills - recommend certain skills, but there should be no penalty for picking skills against the archetype</p><p>* add useful knowledges like Knowledge (warfare)</p></blockquote><p></p>
[QUOTE="mkill, post: 5879288, member: 55985"] "Raw Muscle" should have been a 3E/4E skill. I guess in 5E it could be handled as a class/background bonus to strength checks. There are a lot of things Fighters should be good at outside of combat: keeping watch (Perception), keeping their armor and weapons in shape (Craft), climbing, swimming, jumping... depending on their background, fighters should also be good at talking to townsfolk (town guard), nobles (night), military types and bureaucrats (soldier) or employers (mercenary). It sounds basic and straightforward, and it probably is. For me, the problem, especially in 3E, wasn't so much that the fighter had no supernatural skills or spells to use for exploration and interaction. The problem was a combination of * pitiful 2 base skill points * typically low Int that gave no extra skill points * at higher level, the base ability score becomes irrelevant and only skill points count * completely anemic skill list - not even Profession (as the only one!!) * class skills that don't connect with typical Fighter ability scores - can't Intimidate with Strength * high penalty for taking cross-class skills * No Knowledge skills for typical Fighter lore: no Knowledge (warfare)/(strategy)/(tactics)/(logistics), no Knowledge (heraldry) In other words, the reason fighters were useless in non-combat situations is not tied to the Fighter archetype itself. It's rather that they got completely screwed by the 3E skill system. (And then screwed again when simple first-level spells give massively better bonuses than they can achieve with skill points alone until level 20...) An ability score check / skill system that balances better between the classes should help a great deal. * give all classes the same amount of skills/bonuses/NWPs * if you use skill points, don't tie them to one ability score * the difference between trained and untrained in an area shouldn't scale to a point where untrained characters don't even need to try * just say no to class skills - recommend certain skills, but there should be no penalty for picking skills against the archetype * add useful knowledges like Knowledge (warfare) [/QUOTE]
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