Min-Maxing Skill Points -- Is There a Way Around This?

Crothian and Stalker0 are right on the money. It is quite useful to have a rank--or even a half rank in a lot of skills:

Appraise? Even a half-rank makes it trained and guarantees you the result of a SUCCESFUL untrained check even on a failed trained skill check. Pretty good for a 1-point investment. The DCs aren't generally very high though so even a mediocre-int character can be quite useful with only a few ranks.

Balance? Well, if you want to run across greased icy tightrope in high winds while wearing slippery shoes and adamantine fullplate and wielding a pair of tower shields without being proficient, you have to max it. Otherwise, a few ranks and a synergy bonus is good enough. Unfortunately, only the people who don't need much of this skill (because they generally have high dex and wear light armor) get it as a class skill so it really only sees use if a character has some purpose in mind. But that's not because a few ranks don't let you succeed at most tasks.

Bluff: Getting a few ranks will make you a good enough liar to fool most people most of the time. If you want to fool most people all of the time or all people some of the time, you need to max it. That's as it should be.

Climb: My Living Greyhawk fighter/wizard PC has four or five ranks of climb and has never regretted it. Being able to climb ordinary cliff faces comes in handy every now and then. As my dwarf fighter in a home game demonstrated, max ranks, let you climb while wearing fullplate. (Ordinary mortals just take off their fullplate before trying it).

Concentration: Because D&D doesn't use concentration for much beyond spellcasting, the relevant DCs are the spellcasting ones. But ask the first level wizards how much good four ranks does them. (They seem pretty keen on those four ranks in my observation). The only thing is you want more. (This is the only class skill my (now 17th level) Living Greyhawk character has maxed--Spot is maxed too but that's cross-class).

Craft? A few ranks get you to where you can reliably create masterworks if you have a good int or other bonuses. Eight ranks should let anyone do it.

Decipher Script? The DCs are fairly low. Even one rank lets you attempt it.

Even Spellcraft is relatively easy. A normal wizard can survive his entire career on 5 ranks of spellcraft. (The DC to scribe a spell into the spellbook is 15+spell level, maxing out at 24. With a +2 synergy from Knowledge: Arcana, a wizard only needs an 24 Int (pretty easy by 17th level--start with a 14 int, increase every four levels, and buy or craft a headband of Int +6) to scribe it into his spellbook).

About the only skills you need a lot of ranks in are the defensive ones: Listen, Sense Motive, Sense Motive. And the only reason that you need a lot of ranks in those skills is that by the time you get high enough level to have a lot of ranks, you've attracted enemies who have specialized in those skills. A +10 spot check is sufficient to spot the vast majority of rogues and pickpockets and a +10 Sense Motive is enough to suss out the vast majority of con artists. But, by the time you're 20th level, you're not worrying about the vast majority of anything. Who you're worrying about are people like Gummosh (from Blackdirge's sadly abandoned storyhour) or Artemis Entreri and to spot them you do need the max ranks+items.
 

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Most of the spellcasters IME want Concentration as high as possible, so that when they're casting defensively, a 1 on the roll is still a success for most of their spells.

<shrug> They hate losing spells to blown rolls.

(Patryn covered Tumble -- when the rogue takes a full attack from a girallon & then finds herself starting her turn in the threatened areas of four girallons, she doesn't want to mess around with any half-speed movement, or take any AoOs.)

Why yes, I am running Heart of Nightfang Spire, why do you ask? ;)
 

If you wish to avoid min/maxing of skills, I would seriously consider using the skill system out of True20. It keeps all of your chosen skills at a set rate based on level. It's worth a look. You might also want to make sure not to allow feats that give fat bonuses to skills.
 

I've had a similar discussion with a friend of mine a year or so ago, during a debate about min/maxing.

I have no problem with a character who becomes incredible with a skill or couple of skills to the detriment of other skills, because they are good at what they do. Just look at the fighter class, hardly any skills or points to spend on them... and when they do their other (cross-class) skills suffer for it. Its the same situation as th initial poster pointed out. My recommendation is to let it go and not to worry about it.

I'd be much more concerned with a player who was min/maxing their combat potential (but thats just me ;) ).
 

There are break points at which there are increasingly diminishing returns on putting ranks in some skills and there are others where, depending on your class and style of play, it pays to max them out. The watch words are to always keep an eye on static DCs, on any potential synergy bonus, and on cheap potions/magic items that negate the need to invest in certain skills overly or at all. And, as said, it isn't min-maxing to be aware and take advantage of the way the game system works; Nothing prohibits a player from both placing their points intelligently and affecting a facial tic or quirkly dialect at the game table.
 

Obviously, the only "way around this" is to tinker with the skill system and perhaps change certain skill DC's. Perhaps you can make a hybrid of normal and Iron Heroes rules (+1 to all skills in category for 2 skill points, +1 to an individual skill for 1 skill point, no class skill system). There will still be min-maxing, of course, but at least the result may be more "realistic" in your view.

When setting skill DC's, just keep in mind what the consequences of failing the check are. If the PC's need to get through a certain locked door to continue the adventure, you need to make sure there's a way to open it if the rogue takes too hard a shot early on. If that door can be opened by a key that's accessible from the outside, then the Open Locks DC can be nice and high because there's another way in.

I'm a real believer for giving reasons for a character not to stop at 5 ranks on a skill. For instance, I allow Heal checks to have augmented effects for meeting DC 20, DC 25, and so on. I guess this encourages specialization, which is not what you want, but such things give rogues a reason to exist at upper levels (where it seems 90% of what they meet are immune to their sneak attacks, and a lot of their skills are marginalized by magic).
 

Squire James said:
Obviously, the only "way around this" is to tinker with the skill system and perhaps change certain skill DC's.

Not the only way. Keep the system the same, just make more skill important in the game. Require more knowledge skills, more balance, more jumping, more swimming, more climbing, etc. Sure, they can use some magic to get by it and they can just try to get by with minimal skill in these areas but sooner or later they will understand that in the game they don't need to max a few skills.
 

Also, you can encourage situations that require multiple kinds of skills.

For example, a situation where a person has to jump up (jump) to a wire, move hand to hand across the wire (climb) and to a dusty tablet, that is marred by age and hard to read (dechiper script).

However, one thing I really like about Iron Heroes is that you can normally count on all characters have some basic skill in most things. As was mentioned, who cares if one player can run across a slippery bridge with ease, when the rest of the party is marred down in full plate and will slip on the first step?

If one character is full stealth, but everyone else clanges along like a Christmas day parade then it kind of reduces the impact.
 

Stalker0 said:
If one character is full stealth, but everyone else clanges along like a Christmas day parade then it kind of reduces the impact.
"So... loud... You know what? You all just stay here. Yeah, just stay. I'll just check out the rest of this dungeon on my own, without you noisemakers to let every orc, dragon, and random extraplanar whatever know I'm coming."
- Garrett Tealeaf, halfling rogue
 

Elder-Basilisk said:
Crothian and Stalker0 are right on the money. It is quite useful to have a rank--or even a half rank in a lot of skills:

Appraise? Even a half-rank makes it trained --snip--

Better re-read the rules, there. 1 RANK is required to make a skill Trained (3.5 PH, Skills, Reading the Entries, Trained Only).
 

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