Reigning in Skills

First, the 'all or nothing' problem is one of the pervasive problems of high level D20. It is an artifact of the dice, not of the skill system specifically and you'll find the same problem with Saving Throws, the to hit bonuses vs. armor classes of high level opponents, and just about anything using the D20 mechanic. I haven't seen a perfect solution.

That said, I would think that skill check DC's are much less of a problem than high saving throw DC's or high AC's if the DM handles it appropriately. I see no reason why skill checks would have to inflate, and generally speaking when I include a skill check in the game I expect a party to have someone in it that can make that check most of the time. Being really good in something basically just lets the character improvise solutions, not deal with what I planned on challenging him with, and I'm perfectly fine with the players getting creative. But not having someone in the party that can make the check represents a skill gap and the cost will be spending some resource. The way I run the game emphasises alot of different skill checks - even skill checks of relatively low DC's. So I agree with S'mon, there isn't alot of need to inflate skill check difficulties. If you get involved in a combat on a rough cavern floor covered with mud and loose breakdown, expecting to be making alot of DC 10 Balance checks to keep from falling down. I don't have to have a DC 30 challenge, I can just challenge everyone in the party with the same DC 10 challenge. That definately encourages fighters to spend a few points in Balance -- even cross class - and Tumble is such a potentially useful skill that its worth it for a human fighter to get at least one rank in it. PC's tend to become one trick ponies in responce to just a few different skills getting called for.

After playing through 1st edition where there were no skills, I'd rather see lots of skill usage than not. IMO, the only real problem is that magical items that grant large skill bonuses or which effectively obselete skills are too inexpensive. I have a real bone with items that grant flight, and I'm about to decide that like Haste, Fly is just too powerful for a third level spell.

Specializing gives the PCs a neato ability, but after tooling around with an 8th level bard who specializes in Bluff and Diplomacy, I was frankly a little horrified at the numbers he could crank out.

Those are the two most powerful skills in the game and a Bard that doesn't specialize in Bluff and Diplomacy is basically useless in my opinion because the class is really weak except for its social skills. At somewhere around +30 Bluff and +30 Diplomacy, a character becomes virtually immune to anything that he can communicate with that. But that is I suppose OK. It's not that different than dealing with a min/maxed fighter that can kill anything it can close with, and at least it could be entertaining.
 

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The problem with the increasing DC game is that you can do some pretty ugly things past level 10, with just a few skills maxed. Plenty of people know the horrors that a high Diplomacy or Bluff character can do (Hostile to friendly in one round? It's not as hard as you think). Think of some other forgotten skills, like Sleight of Hand. Take a -20 to use it as a free action, and the DC to take any item is a flat 20. End result: Lvl 10 rogue (for skill mastery) with a bonus of +30 (more than plausible with a small selection of feats and items) can strip someone of everything they own in a round, and still have time to attack. Start looking close at other skills, and thinking about how to get large bonuses, and the possibilities get pretty scary for a lot of things.
 

How about changing the maximum ranks to Lvl+2? That will "encourage" high skill point characters to spread out, simply because they have a lower maximum to plug points into...
 

Arc said:
The problem with the increasing DC game is that you can do some pretty ugly things past level 10, with just a few skills maxed. Plenty of people know the horrors that a high Diplomacy or Bluff character can do (Hostile to friendly in one round? It's not as hard as you think). Think of some other forgotten skills, like Sleight of Hand. Take a -20 to use it as a free action, and the DC to take any item is a flat 20. End result: Lvl 10 rogue (for skill mastery) with a bonus of +30 (more than plausible with a small selection of feats and items) can strip someone of everything they own in a round, and still have time to attack. Start looking close at other skills, and thinking about how to get large bonuses, and the possibilities get pretty scary for a lot of things.

I think alot of that problem would go away if the standard game relied on more opposed skill checks than on flat DC's. Even DC's that just scaled to target level in some fashion are better than flat DC's. I've got no problem with a character building a master thief that can steal anything that isn't nailed down. If the PC wants to grab anything from any passing mook, I've got no problem with that, and played stylishly such a character could even contribute alot to a game. It only gets abusive when the PC can do it to peer and near-peer level foes and allies without a risk of getting caught.

Again, I think the other problem is that a +10 skill item only costs like 10,000 g.p. Not only is that way too cheap IMO (40,000 would be more like it), but non-epic level skill boosts should be topping out about there.

Lastly, in the particular case you mention, I think that the DM is well within his rights to limit the number of free sleight of hand attempts to one per round. Just because an action is free doesn't mean you get an unlimited number of them.
 


Celebrim said:
First, the 'all or nothing' problem is one of the pervasive problems of high level D20. It is an artifact of the dice, not of the skill system specifically and you'll find the same problem with Saving Throws, the to hit bonuses vs. armor classes of high level opponents, and just about anything using the D20 mechanic. I haven't seen a perfect solution.

Except that the increase in HPs and the potential for DR and other mitigating factors offset (to some extent) the growing disparity in BAB and AC. Caster levels and critter poison DCs, for example, increase to offset increases in saves.

It's not necessarily the super high skill ratings that bother me, its the fact that the system seems to encourage it. It's not that the rogue can disable the deadliest of traps that's the problem, it's that he can do that and still not know jack about the nobles he's supposed to be ripping off.

Maybe it changes at the upper end of the 20 level spread -- I don't generally play there -- and players say 'enough is enough' and start feeling comfortable dumping points into "suboptimal" skills. My players are not really min-maxers, though, and yet they feel they have to keep those class skills maxed.
 

One idea I've seen (in the Conan d20 game) is to allow extra skill points gained from high Intelligence to count as a class skill for all skills - effectively, there are no cross-class skills for those points. This has the benefit of encouraging people to pick up skills that they might not otherwise take, and encouraging characters that are more well-rounded in what they can do.
 

IMC, I've simply dropped the very concept of class/cross-class skills. Anyone, of any class, can buy any skill at the normal cost, and max it to level +3--assuming they can justify why their character would have it.

I've found that it doesn't imbalance the system in the slightest. If someone wants to play a fighter with lots of points in Spellcraft, he's already penalizing himself by not selecting optional choices for his very limited skill points; I see no reason to penalize him further by charging him more.

The only place this could eventually break down is in the prereqs for certain prestige classes, but I usually just tweak those on a case-by-case basis. (And it rarely comes up; most of the people in the group I DM for aren't all that into PrCs.)
 

I prefer the Alternity method- there is a rank cap for PC races (say 10 or 15) that only epic feats can break. With that, players will have to spread the skill points around.

Or skills cost more over a certain rank:

Rank...........Cost
1-10............1
11-15...........2
16-20...........3 (or 5)
 

skill points

I agree that the system needs to encourage PCs to spread their points out a bit more than they do now. I'm thinking about removing double cost for cross-class skills in my next campaign.

Ari, I'm not so sure about your strategy of removing cross-class skill caps. If you do this, won't every fighter (or every PC, for that matter) take Spot and Listen as maxed out skills? If they do, the only advantage a sneaking rogue has in an opposed roll vs. them is that his Dex is likey far higher than the fighters WIS. Given that the potentially 3-4 characters are trying to spot the rogue (and they all get to roll), I'm not sure this is enough of a spread to make sneaking viable.

Ken
 

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