more skill points: is this to much?

I don't think anyone gets enough skill points to create a really well rounded out character so I want to give everyone more skill points. I know alot of people do this already I am just trying to get a handle on whats a good number of additional points to give.

+2 skill points per level for all classes and
+2 skill points per level for all classes which must be spent on the following skills: Craft, Knowledge, Language, Profession

your thoughts? to much or not enough.

Thullgrim
 

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Our house rules for this have been thus. Our group likes detailed backgrounds that are more than just fluff. We got tired of the scenario where a character who grew up working in the family buiness or whatever yet had no skills to show for it. People dont train from day one to be their 1st level class. We also felt that we did not mind characters having a few more skill points to spend, as we found it difficult to make DC's or have decent skill selections with the limited skill points. Also note this derived from a number of games begining pre-1st level as well.

So....

1) All classes got +2 SP per level.

2) Background (0-Level): Each PC chooses an NPC class that represent their 0-Level Background (adolescence). Gain 1st level skills points (without the x4 modifier) for that NPC class spent on the NPC class' class skills, as well as all other related abilities (BAB, Saves, HD). The BAB and Saves remain static until a class chosen at 1st level supercedes the current value.

3) Heritage Skill Options: Choose one of the following Heritage Skill options at 1st level. All choices must be relevant to the PC's culture.
• +2 inherent bonus to two Craft, Knowledge, or Profession skills.
• +2 inherent bonus to one Class skill.
• +1 inherent bonus to two Class skills.
• +1 inherent bonus to one Class skill and choose one appropriate Cross-Class skill to become a Class skill*.
• +1 inherent bonus to one Class skill and swap two Class Skills for appropriate Cross-Class skills*.
• Choose two appropriate Cross-Class skills to become Class skills*.
*: These skills become class skills regardless of the class currently being trained, thus they remain class skills even if the PC multi-classes after 1st level.

4) Optional (If using such feat systems)
Background Feats: Choose any 2 Background, Heritage, Origin, Regional, Racial, or Talent feats as bonus feats at 1st level in addition to any gained from race or class. Background, Heritage, Origin, Regional and Racial feats are defined as any feat specified to be associated to a specific locale, race or heritage (such as those in the Forgotten Realms or Sorcerer Origin feats from Forgotten Heroes-Sorcerer). Talent feats are those that have a Special Restriction that limits them to be taken at first level (such as the Talent feats in Arcana Unearthed and feats such as “Brawny” in Swashbuckling Adventures or Background Feats from AEG’s Feats).

These never broke a game's balance for us. Some may call it much, but we called it mechanics balanced flavor.

Example 1: Thorn spent his younger years dreaming of and training to become part of the Cormyrian Purple Dragons and thus has trained most of his young adult life to be a Warrior. However, when applying for the Dragons and taking the entrance examinations, it was found that he had an innate talent for magic and was instead drafted to the War Wizards for training thus becoming a 1st level Wizard.
At Creation, Thorn is a Warrior NPC and a 1st level Wizard and thus gains:
BAB: Thorn's BAB would begin at 1st level as a +1, but would not again increase until it would normally become +2 (thus at 4th level Wizard or 2nd level Fighter).
HD: Thorn begins play with 8+Con HP. Since the Warrior HD is higher than the Wizard’s 4+CON it remains 8+con HP for 1st level.
Saves: Thorn begins at 1st level with a +2 to Fortitude and a +2 to Will. However, his fortitude save will not increase again until it would normally become a +3 (thus at 9th level Wizard or 2nd level Fighter).
Skills: Throm has a 14 Intelligence.
* Warriors gains 4+INT skill points. From his background he applies his 6 skill points: Handle Animal 2, Intimidate 2, Ride 2.
* Wizards gain (4+INT)x4 skill points. From his training with the War Wizards he applies his points: Concentration 4, Intimidate 2, Spellcraft 4, Knowledge (Arcana, Local, Nobility) 4 each, Profession (Guard) 2.
* Bringing his total at 1st level to: Concentration 4, Handle Animal 2, Intimidate 4, Ride 2, Spellcraft 4, Knowledge (Arcana, Local, Nobility) 4 each, Profession (Guard) 2.
* Thorn also having trained as a warrior but tested with an aptitude for magic chooses to apply the “+1 inherent bonus to one Class skill and choose one appropriate Cross-Class skill to become a Class skill” Heritage Skill Option, gaining a +1 bonus to Spellcraft and adding Intimidate as a continuous class skill.
FEATS: Thorn being human gains 4 feats at 1st level and chooses them as follows.
• 1st Level Feat (all PC’s): Magical Aptitude
• Human Bonus Feat: Combat Casting
• 2 Bonus Region/Racial/Talent Feats: Brawny & 1 Cormyrian feat

Example 2: If for example Thorn began as a Warrior and then became a Fighter at 1st level...
BAB: Thorn's BAB would begin at 1st level as a +1.
HD: Thorns HP would be 10+CON, the better starting HD of a 1st level Fighter d10 versus the starting d8+CON for a Warrior which represents the increased training acquired for the class.
Saves: Thorn would begin play at 1st level with a +2 bonus to Fortitude.
Skills: Throm has a 14 Intelligence.
* Warriors gains 4+INT skill points. From his background he applies his 6 skill points: Handle Animal 2, Intimidate 2, Ride 2.
* Fighters gain (4+INT)x4 skill points. From his training with the Purple Dragons he applies his points: Climb 3, Handle Animal 2, Intimidate 2, Profession (Guard) 4, Knowledge (Local, Nobility) 4 each, Ride 2, Swim 3
* Bringing his total at 1st level to: Climb 3, Handle Animal 4, Intimidate 4, Profession (Guard) 4, Knowledge (Local, Nobility) 4 each, Ride 4, Swim 3.
* Thorn also having trained by the Purple Dragons chooses to apply the “Choose two appropriate Cross-Class skills to become Class skills” Heritage Skill Option, gaining Knowledge (Local and Nobility) as continuous class skills.
FEATS: Thorn being human gains 5 feats at 1st level and chooses them as follows.
• 1st Level Feat (all PC’s): Dodge
• Human Bonus Feat: Mounted Combat
• Fighter Bonus Feat: Weapon Focus
• 2 Bonus Region/Racial/Talent Feats: Brawny & 1 Cormyrian feat
 
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Yours seem like some good changes. Couple more skill points per level is a nice start to a skill based game...

One I stole off these boards. Cross class skills cost the same as regular skills (1 pt per rank), but the Max Ranks remains the same as it normally would. If the skill has ever been a class skill for you, then the maximum is level +3 as usual.

We've been using it and it's worked nicely.... Warning: may not work for everyone! :)
 

Inconsequenti-AL said:
Yours seem like some good changes. Couple more skill points per level is a nice start to a skill based game...
One I stole off these boards. Cross class skills cost the same as regular skills (1 pt per rank), but the Max Ranks remains the same as it normally would. If the skill has ever been a class skill for you, then the maximum is level +3 as usual.
We've been using it and it's worked nicely.... Warning: may not work for everyone! :)

The more I look at that option I am thinking of incorporating into my Background/Heritage system. Though I am not sure it if would lessent he impact of taking cross-class skills as class skills. The only benefit then, would be the removal of the Rank cap. Thoughts?
 

Inconsequenti-AL said:
We've been using it and it's worked nicely.... Warning: may not work for everyone! :)

Ok, AL you made me curious... What was the REAL benefit of this HR?

I have read literally hundreds of times on the HR forum about using this HR but I am still convinced it helps a very little. Of course, every time there is a thread about it, I always write that I use "the other way around" that is I still keep the cost of cross-class skills twice, but I remove the max rank cap (in the sense that it is level+3 for ALL skills) :)

I really want to know... how does your (and many other's) HR benefit the characters... besides taking a few ranks in Listen/Spot which are fine even if a few.

:)

edit: and incidentally, how many characters actually take advantage in the HR and take cross-class skills?
 
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The real benefit is to character development and diversification. Characters are more apt to purchase skill rinks outside of their class if they are at 1 SP even if they are restricted in skill ranks, over spending 2 SP to get a higher skill cap.
 

Li Shenron said:
Ok, AL you made me curious... What was the REAL benefit of this HR?
<snip>
edit: and incidentally, how many characters actually take advantage in the HR and take cross-class skills?

FWIW, I use the same HR IMC (probably got it from the same thread I-AL did ;) ). While most players do use it for a couple points into Listen, Search & Spot, pretty much everyone has dropped a point here or there to flesh their concept about better. I actually really like that everyone has a chance to Listen, Search or Spot something as then when the Rogue rolls low the party isn't necessarily hosed; a good roll from another player will often help them out.

The Fighter recently spent some time with the party Wizard and dropped a point into Spellcraft just so he had a chance to identify a spell being cast by an opponent. That same Fighter (a Dwarf) is dropping points into Tumble because of the bonus to Fighting Defensively and Total Defense it offers him as the party's tank. He's only 5th level so he can't have more than 4 ranks in the skill because it's still cross-class for him (I think he has 3 right now). Sure, he could take Combat Expertise, but his feats so far have been tied up with the Power Attack and TWF chains.

I've combined Hide & Move Silently into Sneak (a la AU) and a few of the players have put enough points there to counteract any Armor Check Penalty.

Most have at least a single point into Heal to represent Battlefield First Aid training, which I also use as a Free Action DC 10 check in the middle of battle to give them an idea of how an ally or opponent is faring health-wise (fine/wounded/injured/hurt quartiles, you aren't allowed to talk about hit points at my table, just generalities).

I guess it depends on what you want to accomplish. I like to see Skills put to good use. I also like keeping some distinction between the classes. By allowing every rank (class or cross-class) to be purchased at the same 1 SP cost I accomplish the first goal. By keeping the same rank maximum I accomplish the second.

Now, with that all said, I'd like to go a little further in this direction, but I'm not sure how to do it.

I have already House Ruled Fighters to get 4 SPs per level because I don't think they're so much better at combat than every other class that they need to be limited so much outside of combat. I haven't changed all the other classes accordingly since I think that makes the Fighter more playable, not more powerful. YMMV.

I have also been thinking about increasing all the 2 SP/lvl classes to get at least 4 SP/lvl just for a more skill diverse game, but I think that would step on the toes too much of the other classes, so I probably will end up adding +2 SP/lvl to every class like thullgrim is proposing. I may end up requiring that at least 1 SP/lvl (and 4 at 1st level) be spent on Craft, Knowledge or Profession skills just to represent background and real-life continuing education in essentially non-combat situations.

I'm also combining some other skills like Monte did with Sneak. We're talking about combining Listen & Spot into an Awareness skill in another thread here somewhere (and giving bonuses for those with other senses like Blindsight, Tremorsense, etc.). I've already absorbed Open Lock into Disable Device (though you can choose to modify with your Int or Dex Mod when picking a lock) and have a modified Perform skill so Bards are more likely to do something beyond use their voice (which is the only Perform type that allows them to use their Bardic Abilities like Inspire Courage in battle and still keep their hands free to fight alongside their allies).

Probably more than anyone really wanted already, so I'll stop now! :D

Thanks.

DrSpunj
 

Li Shenron said:
I really want to know... how does your (and many other's) HR benefit the characters... besides taking a few ranks in Listen/Spot which are fine even if a few.

edit: and incidentally, how many characters actually take advantage in the HR and take cross-class skills?

That's certainly one of the things that get used... few ranks in Listen/Spot (Awareness as it's called...) doesn't hurt anyone.

They've tended to be popular with the players, there are quite a few popular skills to get a few ranks in - knowledges (nobility, local, undead and monsters are popular), social skills and a few odball skills - tumble and balance, sneaking in some cases... depends on character concept.


Edit: How did I forget Heal.
 
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I've seen a few different versions of this whole thing, that worked nicely.

OPTION 1: "Racial skills".
At each level, every character gains an additional 2 skill points that can only be spent on certain skills, with the list depending on your race. For the purposes of these racial skill points, the skills in question are class skills; they cannot be raised above (level+3), and cost 1 point per rank.

For example:
ELF: Knowledge (Elf*, Geography or History), Perform, Craft (Bowyering or Woodworking), Profession (any)
DWARF: Knowledge (Dwarf* or Engineering), Craft (any), Profession (any)
HUMAN: Any Knowledge, Craft, or Profession skill. In addition, the bonus Human skill point applies to racial skill points, giving 3 instead of the usual 2.
HALFLING: Knowledge (Halfling*), Sleight of Hand, Profession (any)

*- Knowledge (Elf) mimics all other Knowledge skills, but only in regards to Elves. You'd know all about elven history, nobility, culture, etc., but nothing about anyone else's history. Same goes for the other races.

The usual "Human raised by Elves" type of scenario can allow the DM to fudge this a bit, of course, but you get the general idea.

OPTION 2: Backgrounds
At character creation you pick a Background. The list is similar to the d20Modern one. Each background will usually give some basic benefit (a weapon proficiency, a couple HP, a bonus language), and then add two or three specific skills to your class skill list. So, if you grew up on a farm you'll have Handle Animal as a class skill, regardless of what class you end up taking. You still have to spend the skill points, of course (so increasing everyone's skill points by 1 or 2 might be a good idea). If you take a class that has these as class skills of its own, you get a one-time +1 bonus.

Mixing these together might work nicely for you.
 

Sounds like a good system. It should also make it easier to generate a character of higher level if needed. No more going level by level figuring out skills. Just pick them all out at once.
 

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