Rodrigo Istalindir
Explorer
One the things I've noticed in 3.x is that the skill system pushes most characters into being one (or two) trick ponies. The combination of very limited skill points (except for rogues and now bards), cross-class costs, and the cap, meant that everyone just maxed their class skills.
In order to keep skill checks meaningful, DC's had to rise. No longer were you making a balance check to run down the ramp, now you were running across the proverbial ice-covered beam. The result was that at later levels, skill checks seemed to become either automatic success or 'don't even bother rolling.' Certain checks became trivial for PCs that had it as a class skill, and impossible for those that didn't.
I'd like to re-work things so that (A) cross-class skills become attractive places to spend points, and (B) those skills generally considered critical (eg Spot) don't end up even higher than they are now.
One option I've considered is to have the same cost for class and non-class skills, and lowering the max rank to something like (LVL/2+Stat Mod).
In order to keep skill checks meaningful, DC's had to rise. No longer were you making a balance check to run down the ramp, now you were running across the proverbial ice-covered beam. The result was that at later levels, skill checks seemed to become either automatic success or 'don't even bother rolling.' Certain checks became trivial for PCs that had it as a class skill, and impossible for those that didn't.
I'd like to re-work things so that (A) cross-class skills become attractive places to spend points, and (B) those skills generally considered critical (eg Spot) don't end up even higher than they are now.
One option I've considered is to have the same cost for class and non-class skills, and lowering the max rank to something like (LVL/2+Stat Mod).


