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General Tabletop Discussion
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Marionnen's Musings: Skills? What Skills?
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<blockquote data-quote="Greenfield" data-source="post: 6058733" data-attributes="member: 6669384"><p>If you've read anything I've written in rules discussions, you know that I'm a rules guy. Give me written rules, every time.</p><p></p><p>Now all rules need the guiding hand of the DM, but the RAW have to give the DM some guidelines too. If we reduce every rule to "Ask the DM", then we have to presume that every DM starts off with the same understanding of the game that we have. And you know that that's not the case.</p><p></p><p>Now maybe you want "Skill Groups", where general packages of skills can be paid for.</p><p></p><p>Think "Athletics": A skill group that includes running, jumping, climbing, swimming etc. </p><p></p><p>Or "Nimbleness": a skill group that includes balance, tumbling, jump, etc. </p><p>"Scholar" would include a set number of Knowledge skills (probably 5).</p><p></p><p>Certain professional packages might be available as well, such as Herbalist, Farmer or Blacksmith.</p><p></p><p>The number of skills each group would include should be the same across the board, again 5 seems like a good number.</p><p></p><p>Now that doesn't mean that you couldn't specialize in certain areas by adding to the individual skills within any group, and as shown, some skills could occur in more than one group. It would also be subject to to cross-class rules and penalties. Base cost might be three, with cross class being five or six. (Special note: If your total skill points per level are less than three, you can buy an in-class group level anyway by spending all the skill points you get on it.)</p><p></p><p>This could take the place of synergy bonuses. You don't get bonuses to Diplomacy if you're good at Bluff, but you can buy them together at a discount.</p><p></p><p>The "Pay the minimum" rule would help de-marginalize the Fighter by giving him a functional minimum of five points per level, if and only if he buys a group.</p><p></p><p>Just a thought.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 6058733, member: 6669384"] If you've read anything I've written in rules discussions, you know that I'm a rules guy. Give me written rules, every time. Now all rules need the guiding hand of the DM, but the RAW have to give the DM some guidelines too. If we reduce every rule to "Ask the DM", then we have to presume that every DM starts off with the same understanding of the game that we have. And you know that that's not the case. Now maybe you want "Skill Groups", where general packages of skills can be paid for. Think "Athletics": A skill group that includes running, jumping, climbing, swimming etc. Or "Nimbleness": a skill group that includes balance, tumbling, jump, etc. "Scholar" would include a set number of Knowledge skills (probably 5). Certain professional packages might be available as well, such as Herbalist, Farmer or Blacksmith. The number of skills each group would include should be the same across the board, again 5 seems like a good number. Now that doesn't mean that you couldn't specialize in certain areas by adding to the individual skills within any group, and as shown, some skills could occur in more than one group. It would also be subject to to cross-class rules and penalties. Base cost might be three, with cross class being five or six. (Special note: If your total skill points per level are less than three, you can buy an in-class group level anyway by spending all the skill points you get on it.) This could take the place of synergy bonuses. You don't get bonuses to Diplomacy if you're good at Bluff, but you can buy them together at a discount. The "Pay the minimum" rule would help de-marginalize the Fighter by giving him a functional minimum of five points per level, if and only if he buys a group. Just a thought. [/QUOTE]
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Marionnen's Musings: Skills? What Skills?
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