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<blockquote data-quote="Kaisoku" data-source="post: 5232817" data-attributes="member: 58447"><p>Regarding Power Creep...</p><p></p><p>There's a difference between adding more pluses and adding more options.</p><p></p><p>Power Creep in the form of making PrCs that granted more damage or attack bonus or whatever towards a themed concept is power creep at it's worst. It causes problems because it specifically goes against the CR system (beating ACs and hitpoint totals that you couldn't before).</p><p></p><p>Power Creep in the form of more options, such as swapping out class abilities that are equal, or giving more versatility, is power creep at it's best. It doesn't "up" the ceiling in power level because everyone's pluses remain the same.</p><p>You can still only cast so many spells per day, have only so high an AC or attack bonus, etc.</p><p>It's not going to affect CRs much (if at all) by giving an alternative option as opposed to a higher bonus.</p><p></p><p>.</p><p></p><p>Regarding the particulars of the Favored Class bonuses...</p><p></p><p>I've always found that the single skillpoint was FAR more tasty than a single hitpoint. And not just because of the class picking it up.</p><p>There are many, many spells and abilities that alter hitpoints (granting bonus hitpoints, temporary hitpoints, curing hitpoints, etc).</p><p>There are no spells, abilities, or feats, or <em>anything</em> that grants bonus skill <strong>ranks</strong>. (Okay.. Int bonuses. You got me there).</p><p></p><p>A skill bonus is one thing. A skill rank can give you access to something you never had before (trained only use of skills, applying a +3 class skill bonus you didn't have before, etc).</p><p>Skill <em>ranks</em> are the only measuring stick for skills for gaining access to Prestige Classes (and potentially other abilities, such as feats).</p><p></p><p>When providing an option of additional spells to a class that has only 2 skill ranks per level, and no incentive to have a high Int whatsoever, and every reason to have more than a couple skills maxed out... well, a skill rank is very much still an incentive.</p><p></p><p>In the end, I've never used the hitpoint option for a player character or important NPC. I've maybe used it once in a while when I intended to make an NPC that had little use of skills due to limited facetime against the party.</p><p></p><p>If there's already a disparity between granting a hitpoint or skillpoint for favored class, then adding a new option that's considered "tasty" by most people, I don't see it as breaking any convention that is already in place.</p><p></p><p>And honestly, if I were playing a Human sorcerer, unless I really needed a spell or two, I'd probably be picking the skillpoint. I'm talking probably at least 50% of the levels.</p><p>This is just a gut feeling, but I've always built my characters (as a player or as a DM) with having multiple skill options.</p></blockquote><p></p>
[QUOTE="Kaisoku, post: 5232817, member: 58447"] Regarding Power Creep... There's a difference between adding more pluses and adding more options. Power Creep in the form of making PrCs that granted more damage or attack bonus or whatever towards a themed concept is power creep at it's worst. It causes problems because it specifically goes against the CR system (beating ACs and hitpoint totals that you couldn't before). Power Creep in the form of more options, such as swapping out class abilities that are equal, or giving more versatility, is power creep at it's best. It doesn't "up" the ceiling in power level because everyone's pluses remain the same. You can still only cast so many spells per day, have only so high an AC or attack bonus, etc. It's not going to affect CRs much (if at all) by giving an alternative option as opposed to a higher bonus. . Regarding the particulars of the Favored Class bonuses... I've always found that the single skillpoint was FAR more tasty than a single hitpoint. And not just because of the class picking it up. There are many, many spells and abilities that alter hitpoints (granting bonus hitpoints, temporary hitpoints, curing hitpoints, etc). There are no spells, abilities, or feats, or [I]anything[/I] that grants bonus skill [B]ranks[/B]. (Okay.. Int bonuses. You got me there). A skill bonus is one thing. A skill rank can give you access to something you never had before (trained only use of skills, applying a +3 class skill bonus you didn't have before, etc). Skill [I]ranks[/I] are the only measuring stick for skills for gaining access to Prestige Classes (and potentially other abilities, such as feats). When providing an option of additional spells to a class that has only 2 skill ranks per level, and no incentive to have a high Int whatsoever, and every reason to have more than a couple skills maxed out... well, a skill rank is very much still an incentive. In the end, I've never used the hitpoint option for a player character or important NPC. I've maybe used it once in a while when I intended to make an NPC that had little use of skills due to limited facetime against the party. If there's already a disparity between granting a hitpoint or skillpoint for favored class, then adding a new option that's considered "tasty" by most people, I don't see it as breaking any convention that is already in place. And honestly, if I were playing a Human sorcerer, unless I really needed a spell or two, I'd probably be picking the skillpoint. I'm talking probably at least 50% of the levels. This is just a gut feeling, but I've always built my characters (as a player or as a DM) with having multiple skill options. [/QUOTE]
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