Elder-Basilisk
First Post
Well starting out, the rogue can't get a broader knowledge base than a wizard without ceasing to be a rogue (for all practical intents and purposes). The multiplicity of skill points is one of the rogues primary class features and accounts for his ability to do what he could do in previous editions.
In most instances, a wizard will have an int bonus 3 points higher than the rogue and the rogue won't spend points cross class on knowledge skills. This neatly eliminates the problem. OTOH, if you want to play a sage character who doesn't use magic and has a little bit of knowledge about a lot of subjects (possibly including anatomy to help with the sneak attack), I don't see anything wrong with that. It's an odd concept, (and possibly better suited to an expert than a rogue class) but I don't see why a wizard should be inherently more knowledgable than such a character. After all, the wizard spent a lot of his time learning magic. . . .
Really, I don't see the problem with the way the core rules handles these things. If you want characters to have a skill that they used to be trained in before they began adventuring, why not give every character one craft, profession, speak language, or knowledge skill point per level. That will enable characters to learn a little bit more but won't give them so many skill points that all characters can afford to have all of the knowledge skills. If you force characters (except fighters, possibly) to also abide by the class/crossclass point costs, you probably won't allow early access to any prestige classes (although qualifying will be less of a sacrifice. . . .)
In most instances, a wizard will have an int bonus 3 points higher than the rogue and the rogue won't spend points cross class on knowledge skills. This neatly eliminates the problem. OTOH, if you want to play a sage character who doesn't use magic and has a little bit of knowledge about a lot of subjects (possibly including anatomy to help with the sneak attack), I don't see anything wrong with that. It's an odd concept, (and possibly better suited to an expert than a rogue class) but I don't see why a wizard should be inherently more knowledgable than such a character. After all, the wizard spent a lot of his time learning magic. . . .
Really, I don't see the problem with the way the core rules handles these things. If you want characters to have a skill that they used to be trained in before they began adventuring, why not give every character one craft, profession, speak language, or knowledge skill point per level. That will enable characters to learn a little bit more but won't give them so many skill points that all characters can afford to have all of the knowledge skills. If you force characters (except fighters, possibly) to also abide by the class/crossclass point costs, you probably won't allow early access to any prestige classes (although qualifying will be less of a sacrifice. . . .)
Magius del Cotto said:I agree about the fact they shouldn't be able to do everything, but it really doesn't make sense for a rogue to be able to get a broader knowledge base (base 8 at 2 ranks) than a wizard (base 2 at 4 ranks), which leads to my idea. How should I change it so it works (good points on the monster thing, BTW. It was more a side idea to this central one) without unbalancing the game? Should I cut all of it in half? What? I thank you for pointing out flaws in the system, but I I'm also after the other side of the coin (and again, I thank you for the suggested method of how to handle the specific monster skill).
Also, more knowledge/profession/craft skills are always appreciated.