Pathfinder 1E pathfinder skill system

Pathfinder alpha skills or 3.5 skill points


Psion said:
I'm cool with simplifying for NPCs.

I definitely agree here. I don't have a problem with some different rules for NPCs, especially mooks. I will be very disappointed with Pathfinder if they go with their current skill system. Use something similar for NPCs and even include a sidebar/appendix for those who want to use it for PCs, but for the core rules, gives us something closer to 3.5, please.
 

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I thought one of the hallmarks of 3.5 (and one of the major differences between 3.5 and 4E) was tha tthe rules that apply to PCs are supposed to apply to NPCs and Monsters as well. Advocating using one system for PCS and ignoring the system for NPCs and monsters seems to go against the design intent of having similar systems for both.

I also feel that if you are calling for ignoring a rule or system for the majority of the characters created (because more monsters and NPCs will be created than PCs unless you have a TPK or near TPK every adventure) then you might as well not even have that rule or system in place.

Having different systems for NPCs/monsters and for PCs has its appeal in some cases, but one of the appeals of 3.5 is the uniformity of applying the rules. I would prefer a simpler system be universally applied than to have 2 seperate systems in place.

As to time assigning skill points, 5 minutes per level is nowhere near what my experience has been. I have played with a number of groups beyond my regular group, and 5 minutes per skill point assigned is far more common than 5 minutes total assigning the entire group of skill points.

As for the granularity of skill points, for me it's not an appeal at all, but to each his own. I don't see that it adds anything to the game that makes the experience better for me or the people I have played with, but that is personal experience and preference. But hey a poll is calling for us to express and articulate our preferences.

For those calling for one skill points to be core and an optional pointless system as an option, why not the other way around, the simpler (pointless) system as core and an optional sidebar with rules for using skill points instead as an option for those who want to add complexity to achieve granulaity or differentiation between characters. I realize people may want more complexity than I do at times, but I simply think it is better to start with a simpler baseline and let people add the complexity to the level they want rather than start at a more complex baseline and work backwards to simplify for those who want to-i.e it is easier to add on than to take off.

And Psion, I didn't intend to disabuse you of your notion, I was using your quote as the basis of my comments/reaction since they were what prompted my line of thought. It's always cool to agree to disagree for me.

To answer some of the points raised in the posts:

Psion said:
So, one elf rogue with the dodge feat should be the same as another? I don't concur.

Me: Skill points won't affect dodge in the slightest. Also do those 2 rogues have the same Dex scores, the same armor? If so they will have the same AC. Skill points doesn't change that at all.

I gave a list of things to differentiate characters, the last of which was personality/role-play to which Psion said: That may be good enough for you.

It's not good enough for me. Never has been. I'm sure I could dig up some arguments in usenet about how "roleplaying" should be good enough (or more recently, where Castles & Crusades is the issue.) To me, some roleplaying is meaningless if not backed up by abilities that reflect their portrayal and background.

new Me: I never said roleplaying was enough by itself, I said that using ability scores, race, class, feats, equipment AND roleplaying all offered ways to define/differentiate characters, and that these worked better than skill points. Selecting trained skills vs. untrained skills also provides definition/differentiation. My point and opinion is that if the only difference between 2 characters in the number of ranks they have in a certain skill then there really is no differentiation between them, and that if they are differentiated and defined by ALL of the other factors I mentioned (role-play being one of them not the only one) then skill points shouldn't be necessary to provide that differentiation or definition.

Blue Said:
Example for ranks:
Let's say I have a character that over time from delving into many ruins and dungeons develops an interest in history. I can't retroactively change my class or race. No class has a focus on it - maybe the loremaster PrC or you could shoehorn bard and ignore most of what the class can do. Equipment? Maybe a +2 for a masterwork ... um, encyclopedia. Spending your one feat ever 3 levels on skill focus (know (history)) is a big investment. But a skill point or two every level can add up. It's the granularity of skill points that make them an important vehicle for the character.

Me:
An interest in history does not equate to skill in or knowledge of history (as an aside I have had many students over the years who are interested in history but have no ability in it whatsoever ;) ). If it is something that the character is familiar with from experience, then you could grant a circumstance bonus of +1, +2, +5 or whatever to the checks for familiarity to reflect his interest and experience, or perhaps the character seeks out sages and acquires scrolls or codexes about topics giving him an equipment bonus when consulting those when making a knowledge check.

Now granted Knowledge (history) is not a class skill for your character (unless a wizard, bard, or cleric with the knowledge domain, you didn't specify), but as I suggested in one of my posts I like the idea of removing limitations based on class skills added after character creation so they can reflect the character's experiences. I would like a system that allowed that character to take Knowledge (History) when they get a new trained skill to reflect the interest in history he gained in adventuring.

The circumstance bonus, equipment bonus, and eventual gaining the skill as a trained skill can all mechanically reflect the characters growing interest in and acquisition of skill in the area without using skill points/ranks. It may not be enough for some, but for me it allows enough flexibility and differentiation for the groups I play with. Again, an optional more granulated system that can be added on for those who want it is not a problem for me, but I want the core or baseline to be simpler.

Blue also said:
Example for more discrete skills:
Let's take an example from my game. I've got one character who talks and listens. Good diplomacy and listen skill. But closer to the absent-minded professor trying to spot things. As a side note, I have an archer who's the exact opposite - an eagle eye from training it, but nothing out of the ordinary when it comes to listening. As a side note, for your example above, both are human, just core classes (none which can explicitly help spot or listen). Neither spent a feat or has equipment which modifies spot or listen, but somehow they are very different. The one that talks has a much better wisdom - but the lower spot.

Me: I think the issue for these characters is more the combining of Spot and Listen into Perception than the use (or lack thereof) of skill points/ranks. These differentiations could still be achieved without skill points if Listen and Spot were separate skills-your talker trained in Listen but not Spot and your Archer trained in Spot but not listen. Personally I like the merged skills, and some of the races have racial bonuses for one particular sense buit not the other, so there is a way to differentiate between them. I will concede that combining the skills does lessen opportunities for differentiation in characters like these, but I maintain that this differentiation could still be maintained without skill points or ranks. IF the Alpha rules were to reseparate the skills but still have no skill points/ranks in the next version, I could live with that (of course I would likely recombine them, but that is me.)
 
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I've got to take small issue with two areas of admittedly perhaps philosophical/theoretical disagreement.

Michael_R_Proteau said:
I thought one of the hallmarks of 3.5 (and one of the major differences between 3.5 and 4E) was that the rules that apply to PCs are supposed to apply to NPCs and Monsters as well. Advocating using one system for PCS and ignoring the system for NPCs and monsters seems to go against the design intent of having similar systems for both.

I think you're being a little dramatic here. Its not as if suddenly NPCs are rolling d12's or d100's to determine skill success. The system is still the same - a modifier and a d20 vs a set DC. There is no hypocricy involved in wanting one over the other in regards to the intended design goals of 3.x.

What we are doing here is advocating granularity and choice where it is needed most - with the PC. The PC can also choose to ignore it but it will be his or her choice.

Streamlining on the back-end is great and I'm all for it, but my preferences go against streamlining the front-end when it takes away player choice. Including skill points in the front-end with the newer streamlined (arguably) system on the back-end would still allow players to use that model if they so choose.

Michael_R_Proteau said:
I also feel that if you are calling for ignoring a rule or system for the majority of the characters created (because more monsters and NPCs will be created than PCs unless you have a TPK or near TPK every adventure) then you might as well not even have that rule or system in place.

Seems to me that's a bit of a strawman - and as I said previously they are not, fundamentally, different systems in the way you seem to describe.

Michael_R_Proteau said:
As to time assigning skill points, 5 minutes per level is nowhere near what my experience has been. I have played with a number of groups beyond my regular group, and 5 minutes per skill point assigned is far more common than 5 minutes total assigning the entire group of skill points.

The time it takes groups to assign skill points is far too subjective to use as a valid argument, IMO -- there are so many variables and factors specific to individual groups that will affect how long it takes. Though, and I will admit this is anecdotal so take it as you will, my experiences with playing 3.x since it came out is that assigning skill points for PC's takes very little time.

That time, btw, takes place at the end of, or between, sessions so it has no real impact on play. If it takes place during play, then that's a group choice and is no fault of the rules.

Also, if one is seriously taking the time to stat out every NPC and orc as if it were a PC, then again that's prep choice by the DM to be staggeringly inefficient in favor of detail that will never come into play. This, like doing heavy work on minute setting details (which I love doing!) again is a matter of choice, not a fault of the rules.

Sure, if I want to stat out a significant personality or recurring nemesis it takes time if they are complicated characters. But I am one guy vs the 4-6 players I usually have -- I prefer to have the majority have more choices than the minority in this case, especially when there are so many tricks and shortcuts I can employ to reduce my prep time (which is typically negligible on a weekly bases and always has been -- unless I choose for it to be otherwise) which has no affect on the Players or their characters.

Reducing prep time is a fair goal, and is one stated by the designers over on the Paizo board Design Discussion thread on skills. My bone of contention with the implementation of that goal is that it requires IMO a "back-end" solution, under the hood if you will, and does not needlessly require tinkering with the front-end (in this instance anyway). Especially when, IMHO, it takes away choice from the Players.
 

Personally I see the benefits of keeping it simple, but why not include an optional rule for those who want the added complexity in their game?

What is it?
Skill points at any level:
Barbarian (4 +Level/2 + Int modfier) x (Level + 3)
Bard (6 +Level/2 + Int modfier) x (Level + 3)
Cleric (2 +Level/2 + Int modfier) x (Level + 3)
Druid (4 +Level/2 + Int modfier) x (Level + 3)
Fighter (2 +Level/2 + Int modfier) x (Level + 3)
Monk (4 +Level/2 + Int modfier) x (Level + 3)
Paladin (2 +Level/2 + Int modfier) x (Level + 3)
Ranger (6 +Level/2 + Int modfier) x (Level + 3)
Rogue (8 +Level/2 + Int modfier) x (Level + 3)
Sorcerer (2 +Level/2 + Int modfier) x (Level + 3)
Wizard (2 +Level/2 + Int modfier) x (Level + 3)
(Half levels are rounded down.)

[edit]
Wasn't done yet with the skill point list.
[/edit]
 
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Always happens, I post, and then notice two other things I wanted to highlight.

Michael_R_Proteau said:
I didn't intend to disabuse you of your notion, I was using your quote as the basis of my comments/reaction since they were what prompted my line of thought. It's always cool to agree to disagree for me.

Just a quick QFT there. ;)

Michael_R_Proteau said:
Psion said:
So, one elf rogue with the dodge feat should be the same as another? I don't concur.

Me: Skill points won't affect dodge in the slightest. Also do those 2 rogues have the same Dex scores, the same armor? If so they will have the same AC. Skill points doesn't change that at all.

I'm not sure what skill points have to do with dodge, AC, dexterity, or armor so I agree... skill points don't change that at all. What it does change is taking 3 of those same Elf Rogues with Dodge and Dex and Armor and whatnot and making one of them a Con Man (Bluff, Sense Motive, Diplomacy), one of them a Treasure Hunter (Disable Device, Search, K: Dungeoneering, Open Locks, Appraise), and one of them a Bounty Hunter (Hide, Move Silently, Gather Info, K: Local, Intimidate).

Yes, you can do that with both systems, but skill points accomplish it in a far more fulfilling and flavorful way. Again, IMO -- but we're dealing largely in opinion here anyway. :)
 
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Cergorach said:
Personally I see the benefits of keeping it simple, but why not include an optional rule for those who want the added complexity in their game?

Actually I am on the other side of that, why not keep what is current and make the new version of the skill system optional?
 

Vascant said:
Actually I am on the other side of that, why not keep what is current and make the new version of the skill system optional?
While I understand your point, most things progress from simple to complex if you want to easily explain it to someone, this is especially true for games. So if you want to make the game simpler, you design simpler rules (which the PF-RPG skill system is), that makes it easier to expand on later. Optional rules are there to make simple rules different or more complex. Try to see this from a new players perspective, what is easier? Choosing x amount of skills, or choosing y amount of skills and distribute z amount of skill points, and repeating that each level.

Distributing the points from one skill over 2-3 skills is generally a very bad idea, it essentially makes the skill useless for anything but the most banal things. While it might be effective at lower levels, especially if you count ability and racial modifiers. At higher levels it really sucks, both for the player and the GM. Often not everyone spreads his skills around, they often concentrate one a few skills and max. those. Higher levels often have higher DCs, thus the folks that only have a few points in a skill could just as easily not have taken those skills at all. I've seen this happen a couple of times, as a GM you either lowered the DCs, making it easier for the rest, thus not providing a challenge. Or you keep the DCs as high as they are, virtually guaranteeing that the person that has distributed skill points will not make the roll unless he throws a twenty (just like he would as if he hadn't put any skill points in the skill), making the player not happy. Both give the GM a headache, want you'll end up with unhappy players eventually.

While PF-RPG isn't a skill based system, skills are still very important. But because how skills work within this system, the difference between low skills and no skills is virtually nihil. And because the skill points have to come from somewhere, other skills suffer because of it.
 

Michael_R_Proteau said:
I thought one of the hallmarks of 3.5 (and one of the major differences between 3.5 and 4E) was tha tthe rules that apply to PCs are supposed to apply to NPCs and Monsters as well. Advocating using one system for PCS and ignoring the system for NPCs and monsters seems to go against the design intent of having similar systems for both.

There are obviously multiple options here, some of the potential audience will want. Somedays, that's my design ideal. Other days, I just wing it.

I think the best system allows you to go to whatever level of detail the user wants or needs at the time. The original pathfinder alpha didn't live up to that.

I also feel that if you are calling for ignoring a rule or system for the majority of the characters created (because more monsters and NPCs will be created than PCs unless you have a TPK or near TPK every adventure) then you might as well not even have that rule or system in place.

:confused:

The PCs are the ones you are going to notice the most. So I don't really see that as an issue at all. If I did, I wouldn't be okay with just winging it for NPCs.

And Psion, I didn't intend to disabuse you of your notion, I was using your quote as the basis of my comments/reaction since they were what prompted my line of thought. It's always cool to agree to disagree for me.

Fair enough; it just sounded to me like you were expecting me to justify myself.

Psion said:
So, one elf rogue with the dodge feat should be the same as another? I don't concur.

Me: Skill points won't affect dodge in the slightest.

I never suggested it would. This was in response to your suggestion that race, class, feats, equipment, and roleplaying should be sufficient. To me, it's not. I could make 2 elven rogue with dodge and the same starting package, but have entirely different concepts that would reflect themselves in entirely different ways when it comes to me laying out the skills.
 

Cergorach said:
While I understand your point, most things progress from simple to complex if you want to easily explain it to someone, this is especially true for games. So if you want to make the game simpler, you design simpler rules (which the PF-RPG skill system is), that makes it easier to expand on later. Optional rules are there to make simple rules different or more complex.

Don't get me wrong, I do see your point and it does make sense but I do have a theory behind why I feel this way.

1. This is a move more in line with 4e and since we are talking about a 3.5e based game it should stand true to that but also allow for options for those who kind of like some 4e things or may want to add pieces.

2. If basic mathematics give a player problems then perhaps another game might be a better starting point? Keep in mind, we are not talking about calculus here. In truth the new player isn't the problem since they are usually very willing to learn in my experience, the problem exists in trying to explain the rule and the material is written in a way only an experienced gamer would understand. So perhaps the best course is to explain things better in the book rather then change systems?

3. This is my biggest concern, suddenly all of the new rule books are so geared towards new players they are almost becoming a "Basic version" of the game itself.


In the end though I imagine we all think we are correct or have the "right" answer, thats one of the things I love about this game is we can each make it our own. I am pretty much guessing by the way the skills discussion turned out on Paizo's site that their new edition will be something I am not interested in, I just had hope is all.
 

Skills and Interests (version alpha 1)

Introduction
This is an attempt to introduce a subset of skills into the PF-RPG called interests, it's purpose is to separate adventuring skills from background interests that don't have a direct impact on adventures. One of the reasons this came to mind is because in discussions on the PF-RPG, one of the complaints was that the new skill system doesn't allow people to 'dabble' in a skill. This in turn reminded me of a few situations in past 3E campaigns were folks that wanted to create an interesting character and choose skills such as cooking and singing. While fun initially, those same characters suffered from suboptimal builds, later in the game. Not only did it affect the character in question, it also had negative effects on the rest of the party and the GM. Encounters were tailored to a certain level of expertise, if one of the characters in the party is not up to the challenge it's very possible that it's going to die. If you make the encounter challenging for the weakest in the party, then the rest of the party will only finish it faster, making it an challenging encounter for the majority of the players.

Design Philosophy
The rules for skills, as presented in PF-RPG, have four grades of expertise:

a.) Trained class skill => 1d20 + Character level + 3 + ability modifier + racial modifier
b.) Trained cross class skill => 1d20 + 1/2 (character level +3) + ability modifier + racial modifier
c.) Untrained skill => 1d20 + Ability modifier + racial modifier
d.) No skill => Not possible to use.

Trained class skill: Is used by a trained professional that uses a skill from his profession.
Trained cross class skill: Is used by a trained professional that uses a skill that is not part of his profession.
Untrained skill: Is used by someone that isn't trained in this skill, but 'common sense' allows for it's use.
No skill: Is used by someone that isn't trained in this skill, but it requires such specific knowledge that it can't be attempted without training.

I would assume that someone having a cross class skill is 'dabbling' in a skill outside his field of expertise. But interests like cooking or playing the flute would require specific skills under the current rules, the idea is to introduce a subsystem that doesn't interfere with the current rules, but allows players to customize their characters interests. Such rules need to be simple, yet flexible.

Interests
Each character has a number of interests that is half (rounded down) the number of skills he has. These interests are more specific (such as playing the flute, instead of perform) then skills. Your Interest bonus is equal to your level, but is only used when using the interest in an activity that isn't related to adventuring. If you use your interest in an activity related to the adventure you don't use the interest bonus, but make a skill check untrained (if possible), this also applies when an opposed roll is made when one of the parties involved has the relevant skill. If you have a skill that covers the interest you (already) have, the interest is available to be used for an new interest. As a general rule of thumb, you can't use an interest to make money, it's rather intended as a money sink.

Example 1: You are a tough level 10 fighter, with an interest in Elven Art, so your Interest bonus is +10. Your at DandelionCon (a convention for Elven Art enthusiasts), an Elfen wizard (Level 10) is trying to impress you with his knowledge of Elven Art (interest). Fighter and wizard throw an opposing interest check and add their relevant interest bonus (both +10).

Example 2: You are the same level 10 fighter who also has an interest in Cooking, your entered a cooking competition. But there's a NPC who has also entered, that has the skill Profession (chef). The fighter and the NPC make an opposed skill check, the fighter untrained, and the NPC trained.

Examples of Interests:
Jogging, Elven Art, Cooking, Chess, Fashion, etc.
 

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