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<blockquote data-quote="Folly" data-source="post: 4181658" data-attributes="member: 62919"><p>I have been play testing the alpha skills in one of my games, and do like it for all the virtues that the system has. But we have found some key issues with the system.</p><p></p><p>It makes taking a skills class as your first level... kinda abusive. In 3.5 terms it would be like taking a level of rogue at 1st and getting 8+int skills per level for all levels without having to worry about cross-classing. Since rogues get trap finding at 1st level, there is no reason a fighter should not take first level as rogue, and then go with the rest of their build. Especially since the penalty for multiclassing has been removed.</p><p></p><p>The skill system also creates some issues with melding with previous content. There are some prestige classes in which the skill requirements is the cost to get into the class(normally the hybrid PrC). But since alpha keeps skill maxed, situations that would have require cross-classing ranks disappear.</p><p></p><p>We have also found that not all of the consolidation of skills make sense. For example, having jump as part of acrobatic is an issue since it make jump into a dex check. To resolve this we move jump to an athletics skill that also incorporates climb and swim. We also decided to not use the Fly skill, since we viewed the point of the alpha system to simplify and fly adds complexity to the game (not to mention it is really simple to abuse the skill)</p><p></p><p>Another issue we found is that spell craft (since it is also concentration) heavily favors wizards. Before since concentration was a Con based skill, all casters had the same depencys of stat. Now wizards effectively got an addition bonus to concentration, while most other casters now have more stat requirements/take a penalty to concentration. To resolve this spellcraft either needs special rules for concentration or concentration needs to be removed from spellcraft.</p></blockquote><p></p>
[QUOTE="Folly, post: 4181658, member: 62919"] I have been play testing the alpha skills in one of my games, and do like it for all the virtues that the system has. But we have found some key issues with the system. It makes taking a skills class as your first level... kinda abusive. In 3.5 terms it would be like taking a level of rogue at 1st and getting 8+int skills per level for all levels without having to worry about cross-classing. Since rogues get trap finding at 1st level, there is no reason a fighter should not take first level as rogue, and then go with the rest of their build. Especially since the penalty for multiclassing has been removed. The skill system also creates some issues with melding with previous content. There are some prestige classes in which the skill requirements is the cost to get into the class(normally the hybrid PrC). But since alpha keeps skill maxed, situations that would have require cross-classing ranks disappear. We have also found that not all of the consolidation of skills make sense. For example, having jump as part of acrobatic is an issue since it make jump into a dex check. To resolve this we move jump to an athletics skill that also incorporates climb and swim. We also decided to not use the Fly skill, since we viewed the point of the alpha system to simplify and fly adds complexity to the game (not to mention it is really simple to abuse the skill) Another issue we found is that spell craft (since it is also concentration) heavily favors wizards. Before since concentration was a Con based skill, all casters had the same depencys of stat. Now wizards effectively got an addition bonus to concentration, while most other casters now have more stat requirements/take a penalty to concentration. To resolve this spellcraft either needs special rules for concentration or concentration needs to be removed from spellcraft. [/QUOTE]
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