Basically, I'm trying to create a system where all cross-class skills become class skills. Exclusive skills stay the same.
IF you want more details, here's the link: http://enworld.cyberstreet.com/showthread.php?s=&threadid=33350.
I'm not wanting to debate the idea, but because of it certain skills have to be tweaked, either by changing the actual skill (last resort), or changing the number of points it takes to buy a rank in the skill (perferred choice).
So what I'd like is a list of about 5 skills that you consider very powerful and almost always gotten, and 5 skills that are very very rarely taken and why? Finally, a benchmark skill, an average skill that can be used as a measuring stick for the others.
Please keep these assumptions in mind when thinking about it:
1) All skills except for exclusive can be used by any class now.
2) Don't consider PrC requirements. That's a seperate issue.
3) Some skills are more powerful than others in different campaigns. But I think most of you have played a fair number of typical and atypical campaigns, and so you know which skills aren't used.
4) No + to skill items. I don't allow them in my game.
Thanks everyone for any replies!!
For my list:
Very used Skills:
Spot, Listen : Probably the most used skills in the game.
Tumble: Its power is extreme for a low skill rank cost.
Spellcraft: Ability to tell other's spell is strong, being able to notice a spell already cast in a room is stronger. And now any class could get it, makes it even better.
Diplomacy: An extrememly powerful skill in RP situations.
Bluff: Its power is very extreme.
Not used often Skills:
Climb, Jump, Swim: These are easily replaced by very low magic items and spells and become useless at high levels.
Intuit Direction: Wilderness lore can often do this one and I never see it used.
Disquise: Another spell that can be easily replaced by some low level magic.
Benchmark Skill: Not really sure about this one. Opinions?
IF you want more details, here's the link: http://enworld.cyberstreet.com/showthread.php?s=&threadid=33350.
I'm not wanting to debate the idea, but because of it certain skills have to be tweaked, either by changing the actual skill (last resort), or changing the number of points it takes to buy a rank in the skill (perferred choice).
So what I'd like is a list of about 5 skills that you consider very powerful and almost always gotten, and 5 skills that are very very rarely taken and why? Finally, a benchmark skill, an average skill that can be used as a measuring stick for the others.
Please keep these assumptions in mind when thinking about it:
1) All skills except for exclusive can be used by any class now.
2) Don't consider PrC requirements. That's a seperate issue.
3) Some skills are more powerful than others in different campaigns. But I think most of you have played a fair number of typical and atypical campaigns, and so you know which skills aren't used.
4) No + to skill items. I don't allow them in my game.
Thanks everyone for any replies!!
For my list:
Very used Skills:
Spot, Listen : Probably the most used skills in the game.
Tumble: Its power is extreme for a low skill rank cost.
Spellcraft: Ability to tell other's spell is strong, being able to notice a spell already cast in a room is stronger. And now any class could get it, makes it even better.
Diplomacy: An extrememly powerful skill in RP situations.
Bluff: Its power is very extreme.
Not used often Skills:
Climb, Jump, Swim: These are easily replaced by very low magic items and spells and become useless at high levels.
Intuit Direction: Wilderness lore can often do this one and I never see it used.
Disquise: Another spell that can be easily replaced by some low level magic.
Benchmark Skill: Not really sure about this one. Opinions?