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<blockquote data-quote="DreamChaser" data-source="post: 361604" data-attributes="member: 1190"><p>I think the heart of this issue lies in the definitions and preconceptions that we're all using.</p><p></p><p>Some people associate the concept of "wizard" with "scholar" and think that the two are always linked. This is true to an extent, but not every wizard has to study more than magic. The tone of the rules is that wizardry is a demanding discipline leaving little time for other pursuits.</p><p></p><p>There is also the issue of the rogue's large number of skill points. If a rogue chose all knowledge skills, then he would become an expert with sneak attack. He would not longer really fit as a "rogue" (IMO).</p><p></p><p>I like the idea of the Racial Skills (or Cultural Skills if racial skills don't fit in your game). These would reflect the activities that a character would most likely learn from the race/culture. For contemporary american culture, it would be unusual for a character to not learn how to operate basic electronics or drive a car, it happens, but not often. Perhaps each racial skill could be bought at cost and have the normal maximum. At 0 level (effectively 1st), a character would have 4 skill points to spend. They could spend them on any skill, but their racial skills are the only ones that can be bought at normal cost (others are doubled as usual). As the character advances, they would not gain any additional skill points for their race (except humans) but their Racial Skills would continue to count as class skills.</p><p></p><p>In terms of other knowledge/craft/profession skills, adventurers are adventurers. They might dabble in these pursuits, maybe even focus in one or two, but I think that the spirit of the rules is that the true masters of these three skills would aways be Experts (an NPC class for a reason). If a character is THAT into Craft(pasta making), why isn't she running a restaurant? Because she's a hero and has better things to do with her time than spend every single point she earns on a Craft skill.</p><p></p><p>If your wizard really wants to know everything, perhaps have them learn a Profession (librarian) skill (or something like that) to allow them to use written resources to find stuff out. They wouldn't know it off the top of their head, but they could find it out if they looked hard enough.</p><p></p><p>Just my thoughts.</p><p>DC</p></blockquote><p></p>
[QUOTE="DreamChaser, post: 361604, member: 1190"] I think the heart of this issue lies in the definitions and preconceptions that we're all using. Some people associate the concept of "wizard" with "scholar" and think that the two are always linked. This is true to an extent, but not every wizard has to study more than magic. The tone of the rules is that wizardry is a demanding discipline leaving little time for other pursuits. There is also the issue of the rogue's large number of skill points. If a rogue chose all knowledge skills, then he would become an expert with sneak attack. He would not longer really fit as a "rogue" (IMO). I like the idea of the Racial Skills (or Cultural Skills if racial skills don't fit in your game). These would reflect the activities that a character would most likely learn from the race/culture. For contemporary american culture, it would be unusual for a character to not learn how to operate basic electronics or drive a car, it happens, but not often. Perhaps each racial skill could be bought at cost and have the normal maximum. At 0 level (effectively 1st), a character would have 4 skill points to spend. They could spend them on any skill, but their racial skills are the only ones that can be bought at normal cost (others are doubled as usual). As the character advances, they would not gain any additional skill points for their race (except humans) but their Racial Skills would continue to count as class skills. In terms of other knowledge/craft/profession skills, adventurers are adventurers. They might dabble in these pursuits, maybe even focus in one or two, but I think that the spirit of the rules is that the true masters of these three skills would aways be Experts (an NPC class for a reason). If a character is THAT into Craft(pasta making), why isn't she running a restaurant? Because she's a hero and has better things to do with her time than spend every single point she earns on a Craft skill. If your wizard really wants to know everything, perhaps have them learn a Profession (librarian) skill (or something like that) to allow them to use written resources to find stuff out. They wouldn't know it off the top of their head, but they could find it out if they looked hard enough. Just my thoughts. DC [/QUOTE]
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