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[OOC] OOC thread about the non-iconics adventure (part deux)

I still lurk... ;), I know I need to post more...

also,

Sollir the halfling isn't complaining with his what, I think it's like a +1 bonus on one skill and -1 as opposed to -2 on another. ;)
 

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reapersaurus said:
She can't Climb worth a damn, she can't even swim, she has NO ability to perform - not even a limerick, she can't see or listen worth a damn (even tho her life depends on it), etc etc etc.

Well, not *no* ability to perform, just very little. Have you ever seen her do anything approching performing? If I was given unlimited skill points for Craft, Perform, Profession, and Knowledge I'd put 2 points into Craft (bowmaking)*. No more *anywhere*. She couldn't pull off a service job at all, and can't really make anything beyond weaponry.

reapersaurus said:
Seems pretty straight-jacketed to ME, and you even spent points to give her extra skills AND she's a human, to boot.

I didn't spend the ablity points for skills, I spent them because I want Kytess to be smart. I noted elsewhere that I could deal with 5-10 less skill points, though 10 less would start to hurt.

reapersaurus said:
It's just not a realistic emulation of what real people can do.
Just because you have a manual labor occupation doesn't mean you can't be good at dancing.

I think you understate the meaning of skill points. Most of the population is Com1, with a max of 2-4 points per skill. Thus, 4 ranks is very skilled *in comparison to the population*. A dancer with Perform +4 (2 ranks, +2 Cha) would be better than the vast majority of the population. Typical commonfolk who can dance would have 0-1 ranks, while a dance instructor might have 4-6 ranks. The belle of the ball would have about +7 to Perform (dance) checks.

It could be argued that Kytess should not have 4 ranks in Craft (weaponsmith) because that wasn't as major a factor as the other skills were in here life. I'd probably agree with a person making such an argument, but I'm keeping Kytess the way she is. ;)

reapersaurus said:
Or rhyming, or bluffing, or any number of things that we see people good at in every single day of our lives.

Typical commonfolk would have 0 ranks in Perform (rhyming) and 0-2 ranks in Bluff. You don't need the skill to do something at all (in these cases), you need it to get good at it.

reapersaurus said:
Solution:
Give more skill points.
If you want, and are afraid of powergaming with skills, only allow them to be used for flavor skills, such as Craft, Profession, Perform, Knowledge, etc.

Ah, but I *don't* think characters get too few of these. Look at Kytess after each fight we win - while everyone's celebrating, she's making cryptic comments to Murhid or watching for enemies. Look at Ivellios right now - he's going nuts without something to fight. We really don't have many skills at all outdside of fighting - it's our lives.

reapersaurus said:
It is my opinion that all adventurers should get better at Spot, Listen, and Sense Motive (if they have any headyness) as they go up in levels (all ideas clarified from KarinsDad's house rules), due to how much they use them, it's insane that they wouldn't get better by practice.

I'm not opposed to this system (though I think it needs modification).

The need for points in Spot and Listen is understandable, though it's still possible to take them c/c - many, many characters do. Kytess, however, hasn't been dungeoneering like the rest have (more or less); she's been fighting pitched battles. Spot and Listen were for the sentries on the towers, not for the grunts on the ground. There's really very little in her background to allow for those skills!

reapersaurus said:
And CR:
"If a barbarian/cleric should complain about not getting enough skill points"
Don't you mean a PLAYER of a barbarian/cleric?

I'm not Ubaar, man. ;)

I'm fully aware of the difference between characters and players, but still refer to them interchangably when I so choose. I assume it's clear from context which I mean.

reapersaurus said:
And i DO think that high skill classes (rogues and wizards - due to their prime stat conveniently being the only stat which grants skills) ARE too powerful.

And Thanee - yes, i DO have an obsession with non-fighters being too good at combat. :)

Here's the critical difference. I don't think that wizards and sorcerers are too powerful. Heck, I have a human rogue with Int 18 in the campaign I DM, and he's by far the weakest character. The only thing that keeps him going is the fact that he's the de facto leader of the group, since he so outclasses everyone's Int (no wizard). But I disgress.

* And 1 or 2 skill points into Knowledge (war) if S&F is used. She knows tactics, but only from experience - no formal training.
 

CRGreathouse said:
I don't think that wizards and sorcerers are too powerful.
I mentioned rogues and wizards being too powerful.

And suffice to say, I don't see the skill system the same way you do.

For example, if normal people only have 2-4 total bonus to bluff or some skill, what explains that they almost ALWAYS succeed over someone who is unskilled?

I'm surprised you missed that part, CR.
You're Mr. Statistics and probability, and you're saying that most people have very low skill bonuses?

I'm unskilled in dance.
Give me a Perform (Dance) check, and I could EASILY beat the dance teacher with 5 ranks.
That'd give me easily a 25% chance, right? (according to your concept of the skills system)

But I'll guarantee you that in reality, the dance teacher would have the better performance 99/99% of the time.
 

If you think that every adventurer has to have good skills, why don't you give every adventurer some levels of rogue?

If you don't think the special abilities fit, go for expert.

If that doesn't work for you, spend your feats on stuff like Cosmopolitan.

A single-class fighter (for example) has probably spend his whole time learning and practicing fighting, that's why he's a fighter and nothing else. Very unlikely, so single-class characters are unrealistic to start.

Of course, the whole game concept is not highly realistic (hit points being the worst of it all).

I do agree somewhat, that the skill system is flawed. Either you are good at skills or you are very bad at skills, there seems to be no middle way. But you cannot simply give others more skills, because it hurts the balance and makes classes like the rogue obsolete.

Rogues being too powerful?

Wizards/sorcerers (at least at higher levels), clerics, ok, but rogues?

Just because they can deal damage, doesn't make them on par with a fighter's combat capabililties. And skills are by far the weakest area to be good at, since there are so many ways to get good at skills (especially magic items).

Bye
Thanee
 

Thanee said:
If you think that every adventurer has to have good skills, why don't you give every adventurer some levels of rogue?

If you don't think the special abilities fit, go for expert.
Well, just to have some in-game fun between co-players, I'll debate these...

Being rudimentally functional with a skill that is used out of combat shouldn't require taking a level of rogue.
I'm quite adamant in that approach.
If a gaming system requires all PC's to either have a high INT or a level of rogue (at 1st level, mind you) to properly emulate a reasonably aware, and competent personality *gasp* out-of-combat, than there is something seriously wrong with the system, in my eyes.
Not wrong enough not to play it, but certainly wrong enough to contemplate a CHANGE.
(And expert is a NPC class - not a viable option, IMO)

If that doesn't work for you, spend your feats on stuff like Cosmopolitan.
The over-reliance on feats to fix an oversight in a gaming system is one of the biggest fallacies of 3E, IMO.

Feats are such a precious commodity to allow for interesting fighting tactics, to use them as a role-playing enhancement is a big screw-job.
Feats are NOT always the answer. (in my experience, seldom the answer.)
Now, if you got over twice as many feats as you currently do, or if you were allowed "flavor-feats", that would help the situation.

A single-class fighter (for example) has probably spend his whole time learning and practicing fighting, that's why he's a fighter and nothing else. Very unlikely, so single-class characters are unrealistic to start.
I don't agree.
A fighter is not a dumb lump.
Just because historically in D&D a fighter was a meat-shield does not mean that that sterotype must perpetuate.
Before you say it, CR : you should ALSO not be required to be a human or a brainiac to be good at anything outside of combat, either. :)

The insinuation that all a fighter does is fight is absurd.
They rle-play.
they interact with people.
They do more than kill stuff.
(and if you extend the example to compare paladins, and why the hell they are just stumps that fight well and have a few overrated abilities and no real skill to interact with people, than it really gets bad..)

Of course, the whole game concept is not highly realistic (hit points being the worst of it all).
But if the designers felt that, why did they even adopt such a flawed skills system?
I applaud the effort in 3E to join other game systems, and include skills, but over time, I'm more disenchanted with the way they implemented it.

Glossing over a gaming flaw with "It's not a realistic game, so why bother trying to fix it" is a cop-out, in my eyes.
If we can make it better, to not do so is a dereliction of our gaming duties! (the paladin in me talking) ;)

I do agree somewhat, that the skill system is flawed. Either you are good at skills or you are very bad at skills, there seems to be no middle way. But you cannot simply give others more skills, because it hurts the balance and makes classes like the rogue obsolete.
This is the other commonly-held belief that is incorrect.
Since rogues ARE useful in combat (noone argues that too much), than everyone a couple more skill points per level (including the rogue) will not diminish his ability to dominate the skills arena. His list of class skills is really what sets him apart, and personally, I am not of the opinion that a fighter for example could not thru effort become a better bluffer than a rogue.

Rogues being too powerful?

Just because they can deal damage, doesn't make them on par with a fighter's combat capabililties. And skills are by far the weakest area to be good at, since there are so many ways to get good at skills (especially magic items).
One of the most common things said in the rogue camp is that they aren't as good as a fighter in combat.
I've never said they were, but that doesn't stop rogue apologists from stating that ad nauseum.

The point is not that the rogues aren't as good as the fighter in combat.
The point is that the rogue is quite near the fighter in combat capabilities.

While out-of-combat, the rogue stomps all over the fighter (and the paladin, and the...) so damn bad that everyone else might as well be a drooling simpleton with no social skills.

But you make a good point, Thanee:
Wizards truly are the ridiculous ones.
If you took your first level in rogue, than wizard, and have average stats with a high intelligence (sun elf), and just pump your magic item creation into stat and skill-pumping items, you would BE A GOD.

How expensive would a item that casts multiple 1st level skill-pumping spells be?
Giving the wizard a choice of whatever skill-pumping spell he wanted from the 5, up to 5 per day?

Between that item or 2, and all the stat-pumping spells (Cat's Grace, Endurance, Bull's Strength, etc) the wizard could eclipse everyone in the party and literally be a paragon of humanity, unequalled in the lands!
 

I don't know who you game with reaper, but when I do get the chance to play in RL, the group(s) do not play like fools, they like to role-play, they like 'cool' spells/abilities etc. They don't cry that the monk or wizard is overpowered cause *add stupid reasons here*. They don't make characters to be GODS and say they can take out nations. They play for the fun of it! Your focus is too much on the system; look at it more as a game of mutual benefit not competition.

This doesn't mean I don't agree with you (I'd love to play a classless dnd), I just think you are getting overly concerned about it.

- Just my opinion anyway.
 

Skill enhancing items (or that completely ridiculous 1st level cleric spell from MoF (?)) are a pain, it's way too easy to get skills to extreme heights with them.

Those stat enhancing spells are really, really good as well.

As with the classes, what I was going at is, that maybe the basic classes are meant to be that limited. Fighters fight, Wizards cast spells, Rogues do skills and sneak attacks, and so on. At least those three seem very basic.

If you want to be good at several things, you have to spread out a bit (multiclassing or choosing more diverse feats).

Maybe look at it this way. A character is built from resources, the most important being class levels and feats.

You can spend those resources any way you see fit, but if you spend all those on fighting (all class levels being fighting classes and all feats being combat feats) you'll end up being a character that can do one thing (and that really good)... fighting!

BTW, a pure rogue is not even remotely as good in fighting as any of the pure fighting classes! Only if you combine ranger, fighter and add some rogue, you get a nasty fighting machine, but that's more of a fighter than a rogue (from class levels) usually.

Bye
Thanee
 



Thanee said:
Skill enhancing items (or that completely ridiculous 1st level cleric spell from MoF (?)) are a pain, it's way too easy to get skills to extreme heights with them.

I agree that the skill enhancers are way too powerful - and the spell's bad, too. These are major flaws in the system, IMO.
 

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