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<blockquote data-quote="fuindordm" data-source="post: 2132674" data-attributes="member: 5435"><p>I agree that balance and tumble should be kept separate unless you're completely overhauling the skill system. If your players aren't using it, it's because they don't need to. If you want them to use it, try for more cinematic encounters--fighting on the deck of a ship, or on an unstable or slippery surface (e.g. a suspension bridge in a light rain that sways back and forth) from time to time. The extra element of challenge will spice things up, and balance DCs for that sort of thing are comfortably low in the 10-15 range, so that even unskilled characters will have a chance of keeping their feet.</p><p></p><p>I think that Hide and MS could be combined into sneak without much trouble. You're giving rangers and rogues an extra skill, but I think rogues are underpowered anyway and got devalued further in 3.5.</p><p></p><p>Giving free ranks in Knowledge, Craft, Perform, and Profession is probably OK. You might simply require that these ranks be applied to things that are wholly outside their class core interests--no Wizards spending them on Knowledge Arcana, no Bards spending on Perform, no Warforged spending them on Craft, etc. What might be even better is for you to only grant them to characters that write up their background, and assign the ranks yourself based on that background.</p><p></p><p>When alchemy starts creating things like powdered water (as I saw in one dragon article) I think it's fair to require spellcasting--if you restrict yourself to the items in the PH, however, I don't see the need.</p><p></p><p>Monks and Sorcerers: I think that both classes are actually slighlty underpowered, although for monks it depends heavily on the level of stats in your game. Restrict monks to humans if you want, but don't take away one of their precious feats. I think the change to sorcerers would be fine.</p><p></p><p>Ben</p></blockquote><p></p>
[QUOTE="fuindordm, post: 2132674, member: 5435"] I agree that balance and tumble should be kept separate unless you're completely overhauling the skill system. If your players aren't using it, it's because they don't need to. If you want them to use it, try for more cinematic encounters--fighting on the deck of a ship, or on an unstable or slippery surface (e.g. a suspension bridge in a light rain that sways back and forth) from time to time. The extra element of challenge will spice things up, and balance DCs for that sort of thing are comfortably low in the 10-15 range, so that even unskilled characters will have a chance of keeping their feet. I think that Hide and MS could be combined into sneak without much trouble. You're giving rangers and rogues an extra skill, but I think rogues are underpowered anyway and got devalued further in 3.5. Giving free ranks in Knowledge, Craft, Perform, and Profession is probably OK. You might simply require that these ranks be applied to things that are wholly outside their class core interests--no Wizards spending them on Knowledge Arcana, no Bards spending on Perform, no Warforged spending them on Craft, etc. What might be even better is for you to only grant them to characters that write up their background, and assign the ranks yourself based on that background. When alchemy starts creating things like powdered water (as I saw in one dragon article) I think it's fair to require spellcasting--if you restrict yourself to the items in the PH, however, I don't see the need. Monks and Sorcerers: I think that both classes are actually slighlty underpowered, although for monks it depends heavily on the level of stats in your game. Restrict monks to humans if you want, but don't take away one of their precious feats. I think the change to sorcerers would be fine. Ben [/QUOTE]
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