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[ooc] gng - nameless [4/4]
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<blockquote data-quote="doghead" data-source="post: 2211764" data-attributes="member: 8243"><p><strong>Skills</strong> Wow. Some great stuff here. Thanks. Initially I was inclined to stick with just using intelligence for a number of reasons.</p><p></p><p><em>metagame I</em> Intelligence is not really used for anything else but skill points. If you have a character with little use for (Int) skills, then Intelligence becomes a very easy dump stat.</p><p></p><p><em>metagame II</em> I wanted to keep the bookkeeping to a minimum.</p><p></p><p><em>as model of reality*</em> In my experience, skill development is not so much a function of natural ability or talent, but the ability to evaluate performance and find ways to improve. Natural ability and talent are already accounted for by the stat bonus and feats respectively. On the other hand, a character's self analysis and development ability is probably best reflected by their Intelligence (with wisdom a possible alternative, although wisdom is perhaps a better reflection of our willingness to turn a light on our own limitations).</p><p></p><p><span style="font-size: 9px">* although given the complexity of what we are trying to model with the system, any workable solution is going to be, at best, at odds with reality in may ways.</span></p><p></p><p>The idea of general skills and speciallisations also has appeal. Another game I play (Dominion System) uses something similar. The general skills give you the coverage, and the specialisations give you the expertise in areas of particular interest. It also means that a well educated character (with 4-5 ranks in Knowledge (General) for example) would have some chance of knowing about something, even if they haven't specifically studied it. But I wonder if the benefits outweight the disadvantages of an increase in rewriting of the rules, and the increased difficulty of adapting from regular dnd. But I'm not really sure. It would help to see how this would look when put together.</p><p></p><p>Just for something to compare, I drew up a Level 10 character last night. I had the Captain Commander (Lisa's father) in mind as I did it. After building the first 3 levels, I wondered if I could do a quick and dirty version. This is what I came up with.[bq]Level 10 [12/8 Build] - 84 CP in total.</p><p>21 CP: BAB +6</p><p>18 CP: Saves Fort +3 [6], Ref +3 [6], Will +3 [6].</p><p>04 CP: Skills (level 1) 12 [int] +8 [4] = 20*4 = 80 skill points.</p><p>04 CP: Skills (level 2, 3) 12 [int] +4 [2] = 16*2 = 32 skill points.</p><p>14 CP: Skills (level 4-10) 13 [int] +4 [2] = 17*7 = 119 skill points.</p><p>23 CP: Feats - 5 x general entry [4], 1 x general progression [3].</p><p></p><p>231 skill points allows for 2 x 10 ranks (110 skillpoints), 8 x 5 ranks (120 points), 1 x 1 rank.[/bq]</p></blockquote><p></p>
[QUOTE="doghead, post: 2211764, member: 8243"] [b]Skills[/b] Wow. Some great stuff here. Thanks. Initially I was inclined to stick with just using intelligence for a number of reasons. [i]metagame I[/i] Intelligence is not really used for anything else but skill points. If you have a character with little use for (Int) skills, then Intelligence becomes a very easy dump stat. [i]metagame II[/i] I wanted to keep the bookkeeping to a minimum. [i]as model of reality*[/i] In my experience, skill development is not so much a function of natural ability or talent, but the ability to evaluate performance and find ways to improve. Natural ability and talent are already accounted for by the stat bonus and feats respectively. On the other hand, a character's self analysis and development ability is probably best reflected by their Intelligence (with wisdom a possible alternative, although wisdom is perhaps a better reflection of our willingness to turn a light on our own limitations). [size=1]* although given the complexity of what we are trying to model with the system, any workable solution is going to be, at best, at odds with reality in may ways.[/size] The idea of general skills and speciallisations also has appeal. Another game I play (Dominion System) uses something similar. The general skills give you the coverage, and the specialisations give you the expertise in areas of particular interest. It also means that a well educated character (with 4-5 ranks in Knowledge (General) for example) would have some chance of knowing about something, even if they haven't specifically studied it. But I wonder if the benefits outweight the disadvantages of an increase in rewriting of the rules, and the increased difficulty of adapting from regular dnd. But I'm not really sure. It would help to see how this would look when put together. Just for something to compare, I drew up a Level 10 character last night. I had the Captain Commander (Lisa's father) in mind as I did it. After building the first 3 levels, I wondered if I could do a quick and dirty version. This is what I came up with.[bq]Level 10 [12/8 Build] - 84 CP in total. 21 CP: BAB +6 18 CP: Saves Fort +3 [6], Ref +3 [6], Will +3 [6]. 04 CP: Skills (level 1) 12 [int] +8 [4] = 20*4 = 80 skill points. 04 CP: Skills (level 2, 3) 12 [int] +4 [2] = 16*2 = 32 skill points. 14 CP: Skills (level 4-10) 13 [int] +4 [2] = 17*7 = 119 skill points. 23 CP: Feats - 5 x general entry [4], 1 x general progression [3]. 231 skill points allows for 2 x 10 ranks (110 skillpoints), 8 x 5 ranks (120 points), 1 x 1 rank.[/bq] [/QUOTE]
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