Messing With Skill Points (I love criticism)

Kisanji Arael

First Post
Increase of skills gained per level

My goal in this is to increase skill points for all characters, link skill points to associated ability scores, and (as a tertiary goal) somewhat force characters to stay with classes, thinking carefully about multi-classing so freely.

At first level, characters receive skill points equal to (class bonus+ Int mod) x 3. In addition, they receive specific skill points based on their ability score modifiers x 2. For instance, a character with Strength of 16 would receive 6 skill points, which could only be used for strength-based skills. However, while these skill points would be limited, the skill points from Intelligence could be used freely, in any skills they chose.

At additional levels, they receive the standard skill points + character level / 2 (round down). So a level 20 fighter would receive 10 bonus skill points, as would a level 11 Fighter / 9 Monk.

At every fifth class level, characters receive additional specific skill points equal to each of their ability modifiers. So the aforementioned 16 Strength fighter would gain 3 skill points to be used on Strength-based skills. However, a level 4 Fighter / 1 Sorcerer would not receive these skill points until he reached level five in one of his classes.
 

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Ok, so let me get this straight. As an example lets say we have John the human fighter with 14's (+2) in all stats.

Normally he would receive ([2+INT(2)]x4)+4(human) or 20 skill points at 1st level.

In your system he would receive the following:
([2+INT(2)]x3)+4(human) or 16 general points

Then also gain:
STR Skills = 4 points
DEX Skills = 4 points
CON Skills = 4 points
WIS Skills = 4 points
CHA Skills = 4 points

Bonus General (INT) Skills = 4 points

This 1st level character then ends up with 40 skill points at 1st level.

Fighters gain: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).

Climb (Str) = 4 STR Skill Ponts (maxed)
Craft (Int) - very few people bother....
Handle Animal (Cha) = 4 CHA Skill Points (maxed)
Intimidate (Cha) = 4 INT Skill Points (maxed)
Jump (Str) = 4 General Skill Points (maxed)
Ride (Dex) = 4 DEX Skill Points (maxed)
Swim (Str) = 4 General Skill Points (maxed)

With what is left:
Concentration = 2 Ranks (4 CON Skill Points) (maxed)
Survival = 2 Ranks (4 WIS Skill Points) (maxed)

That still leaves another 8 Skill points unspeant which would result in 4 skills at maximum cross-class ranks of 2.

Personally I think this is a bit much, unless you really want a very heavy skill based game.
JMHO
 

Mine receives 36. You don't add in Intelligence twice.

He maxes Climb, Ride, Concentration, Survival, and Handle animal with his specific bonuses. He then has 16 points to spend in other skills. 4 of those go to maxing Intimidate, which he didn't max with Charisma. 4 go to jump and swim, and he can max one additional cross-class skill.

Hmmm... what if the other atributes weren't multiplied by 2?

That would give 16 general and 10 additional. 20 versus 26 sound good?

Of course, it still favors Int based characters, but so does the original.
 


The immediate problem I see is the limitation of Constitution skills. Take the 1st level Dwarf with a 20 Con. +5 points for Con skills and only one skill to put them in. Never mind the fact that Concentration is usually a useless skill for a straight fighter.

How about a 1st level rogue with all 14's: (8 + 2) x 3 = 30 + 2(STR) + 2(DEX) +2(CON) +2(WIS) +2(CHA) = 40 points. But must spend 2 points in cross-class Concentration.

Normal = (8+2) x 4 = 40. No limits on where spent.

Now higher non-Intelligence stats would help make this more useful for Rogues. e.g. S17,D18,C14,I13,W16,Ch15 = 9 x 3 + 14 = 41 (your system) or 36 normal system. In essence the rogue would need to have stat mods in excess of 8 + his Intelligence mod to gain more skill points than normal. This would be true of all classes, just substitute their normal skill points/level for the rogue's 8.

Only in a heroic game with very high stats would this system provide more skill points than normal for all classes. It would mainly make characters spend the skill points in skills they wouldn't normally get.

If you go back to double the stat mod points then extra skill points are easier to get but then anyone with a high Con (over 15) gets screwed.

Ciao
Dave
 


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