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General Tabletop Discussion
*Pathfinder & Starfinder
Must we use Int to modify skill points?
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<blockquote data-quote="Scion" data-source="post: 1599239" data-attributes="member: 5777"><p>You have most of what my quick thoughts were pretty well down yeah <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>It will probably wind up that the max ranks has to be increased slightly (maybe +1 / 3 character levels.. at level 18 this would mean max ranks of level + 9)</p><p></p><p>synergy is still good to go of course <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>I had thought that class skill points would be cut in half, and that those could be used for any skills of the class. That way, the classes that are supposed to be more skill oriented will still have their bonuses.</p><p></p><p>Characters would probably wind up with a few more skill points that is true, but they would be more limited in choices.</p><p></p><p>The main problem I see is the lack of skills that use con. But, I suppose all that means is that those points would be used cross stat more. It is not an incredibly good solution, but it would be the easiest conversion.</p><p></p><p>The actual base idea is very interesting, I wouldnt be able to implement it in my game currently though so I probably wont put a lot of work into it at the moment <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Something to decide: will stat boosting items grant extra skill points? I can see benefits and drawbacks to both sides, so it would be a dm call. Chances are 'very' good that I would allow the extra points to work. It gives someone even more of a reason to pick up some item to boost a stat that they wouldnt otherwise need or use. </p><p></p><p>If you decide no on the above, then there could be other items for each stat that actually do grant the bonus.</p><p></p><p>Still, I dont see any way it would be 'overpowered'. There are some issues with it being underpowered. It might be able to be powergamed more, but no more so than everyother part of the game so no big deal there.</p><p></p><p></p><p>Possibly something even earlier. Your max ranks for skills are based on level+3</p><p> as per normal, with a bonus/penalty equal to the modifier on the stat.</p><p></p><p>So if you had a 14 str your str based skills would have a max rank of level +5.</p><p></p><p>So, skill points for each stat for the correct set of skills, buy cross classed at 2:1, then place half the normal number for class skills + race + misc into whatever are available for the class (obviously cross class skills still cost double, but in this case max ranks wouldnt change).</p><p></p><p>The more I think about it, it actually sounds like a somewhat better system than the current one in a lot of ways. There are many skills that are generally just not 'good enough' to make the cut to pay points for. In a lot of ways this helps get around that.</p><p></p><p>If you do wind up working up a full write up let me know, I would love to see it.</p></blockquote><p></p>
[QUOTE="Scion, post: 1599239, member: 5777"] You have most of what my quick thoughts were pretty well down yeah ;) It will probably wind up that the max ranks has to be increased slightly (maybe +1 / 3 character levels.. at level 18 this would mean max ranks of level + 9) synergy is still good to go of course ;) I had thought that class skill points would be cut in half, and that those could be used for any skills of the class. That way, the classes that are supposed to be more skill oriented will still have their bonuses. Characters would probably wind up with a few more skill points that is true, but they would be more limited in choices. The main problem I see is the lack of skills that use con. But, I suppose all that means is that those points would be used cross stat more. It is not an incredibly good solution, but it would be the easiest conversion. The actual base idea is very interesting, I wouldnt be able to implement it in my game currently though so I probably wont put a lot of work into it at the moment ;) Something to decide: will stat boosting items grant extra skill points? I can see benefits and drawbacks to both sides, so it would be a dm call. Chances are 'very' good that I would allow the extra points to work. It gives someone even more of a reason to pick up some item to boost a stat that they wouldnt otherwise need or use. If you decide no on the above, then there could be other items for each stat that actually do grant the bonus. Still, I dont see any way it would be 'overpowered'. There are some issues with it being underpowered. It might be able to be powergamed more, but no more so than everyother part of the game so no big deal there. Possibly something even earlier. Your max ranks for skills are based on level+3 as per normal, with a bonus/penalty equal to the modifier on the stat. So if you had a 14 str your str based skills would have a max rank of level +5. So, skill points for each stat for the correct set of skills, buy cross classed at 2:1, then place half the normal number for class skills + race + misc into whatever are available for the class (obviously cross class skills still cost double, but in this case max ranks wouldnt change). The more I think about it, it actually sounds like a somewhat better system than the current one in a lot of ways. There are many skills that are generally just not 'good enough' to make the cut to pay points for. In a lot of ways this helps get around that. If you do wind up working up a full write up let me know, I would love to see it. [/QUOTE]
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Must we use Int to modify skill points?
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