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Min-Maxing Skill Points -- Is There a Way Around This?
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<blockquote data-quote="Squire James" data-source="post: 2557873" data-attributes="member: 548"><p>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.</p><p></p><p>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.</p><p></p><p>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).</p></blockquote><p></p>
[QUOTE="Squire James, post: 2557873, member: 548"] 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). [/QUOTE]
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