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<blockquote data-quote="Celebrim" data-source="post: 5030815" data-attributes="member: 4937"><p>If I'd known you were going to use this for E6, I'd have suggested a smaller interval. Additionally, for E6 I'd suggest 6th level characters ought to be able to invest XP toward buying new skills just as they do with feats, perhaps simply with a feat like 'Skill Growth' that added a new skill.</p><p></p><p></p><p></p><p>This strongly encourages players to pick skills that match up with existing PHB skills so that they'll know for sure what they are buying and that what they are buying will have some active application in overcoming hazards. Faced with a 'flexible' system implicitly backed up by the PHB document, I'd pretty much stick with PHB skills or commonly understood skill unions (like 'Stealth', 'Perception', 'Acrobatics', 'Atheletics', etc.) that I knew could be defaulted to PHB skills. Unless I was a particularly persuasive or dysfunctional metagamer (and I'm not), I'd never pick something like, 'Tactics', 'Leadership', 'Astrology', 'Sailor', 'Gambler', or whatever because I'd have no way of knowing whether such skills would have any sort of practical usage and I'd be forced to negotiate with you for when they might be effective or what they could do. Effectively, anything not explicit to a PHB skill would default to a Profession skill (and we all know how 'useful' those are) or an obscure and narrow Knowledge skill that would never come up until I defined it and which would probably have been rolled into another less obscure Knowledge skill had I not invented it.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5030815, member: 4937"] If I'd known you were going to use this for E6, I'd have suggested a smaller interval. Additionally, for E6 I'd suggest 6th level characters ought to be able to invest XP toward buying new skills just as they do with feats, perhaps simply with a feat like 'Skill Growth' that added a new skill. This strongly encourages players to pick skills that match up with existing PHB skills so that they'll know for sure what they are buying and that what they are buying will have some active application in overcoming hazards. Faced with a 'flexible' system implicitly backed up by the PHB document, I'd pretty much stick with PHB skills or commonly understood skill unions (like 'Stealth', 'Perception', 'Acrobatics', 'Atheletics', etc.) that I knew could be defaulted to PHB skills. Unless I was a particularly persuasive or dysfunctional metagamer (and I'm not), I'd never pick something like, 'Tactics', 'Leadership', 'Astrology', 'Sailor', 'Gambler', or whatever because I'd have no way of knowing whether such skills would have any sort of practical usage and I'd be forced to negotiate with you for when they might be effective or what they could do. Effectively, anything not explicit to a PHB skill would default to a Profession skill (and we all know how 'useful' those are) or an obscure and narrow Knowledge skill that would never come up until I defined it and which would probably have been rolled into another less obscure Knowledge skill had I not invented it. [/QUOTE]
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