removing class & cross-class skills - convince me why this is a bad idea

Griffith Dragonlake said:
Encouraging player creativity is a good thing. Consider the following options:

All good ideas, but a lot of more work (and still probably not effective) as just removing the cross-class cost.

I probably should have mentioned this in my first post but I'm a strong believer that classes are underskilled as it is. The cross-class issue aside, I'm almost certainly bump the skill points for all classes up by 2.
 

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In my game we've completely done away with class skills, and I don't think there is a single skill overlap of any importance.

Couple things, for starters fighters have limited skill points. Moot point, all the suggestions above are great, but there just aren't enough skill points to do it all. Yes you can min max to do it, but then again you lose other things you could be doing.

Also, if your group is min maxing to shore up every weakness with no regard for character continuity, well that doesn't sound like much fun to me anyway.

We have a gnome bard/cleric, human rogue, gnome wizard, dwarf fighter/barb, and human cleric. The gnome bard is the face man of the group, the human rogue does the roguely things, and the fighter fights, etc. They however are not blind, unable to see past the bridge of their noses (though only the rogue has a really good spot, again just not enough skill points). They can all sense motive a little, I don't think anyone is really any good at it (couple ranks tops).

Out of it all, everyone has their strengths, and everyone has their weaknesses. It just isn't determined by the cookie cutter class template they are based on.

Now I will admit I don't have a group that worry's overmuch about being min maxed. They are all mature enough to realise that the more powerful they are, obviously the more powerful their opponents will end up being. Any player who's been playing more then a few years knows that the game is balanced around a challenge for the group, and pushing their own power limits to the max doesn't change that constant rule.
 

GlassJaw said:
The only potential "problem" skills I can foresee are Use Magic Device and maybe Spellcraft. You could probably add Disable Device to that list but without the Trapfinding rogue class skill, I'm not even sure it's a valid concern.

If it's a problem at all, I'd simply turn these skills into class abilities for the appropriate classes and settle it as a level check or something.
 

I prefer to play games where cross-class skills are removed. We have done it at high level, and low level, and it always just works.

I have found that its your skill points/level and your prime ability scores that really separates the classes.

Take say the Stealthy Fighter vs. the Stealthy Rogue. The Rogue has 4x more skill points to choose from, and will almost always have a much better dex score. Finally, the Fighter is probably wearing armor with some kind of check penalty.


At Higher levels, removing cross-class skills works even better. Lets face it, by level 15 or so, having 9 ranks in Hide or Open Lock just isn't going to cut it.

When it comes to Spellcraft and Use Magic Device, Whats wrong with letting a Fighter or even a Barbarian know a thing or two about magic? A good backstory is more important than trying to fit into pre-defined roles. Since they can't cast spells, and their Int score is usually going to be lower, It won't upset game balance.

For Example... Kelfish, Is a 7th level fighter. He has spent the last 10 years serving as a bodyguard to a Red Wizard. The Red Wizard was careful to teach Kelfish how to recognize spells in order to better defend his master in combat. A Bodyguard to a wizard who cant tell the difference between hostile and harmless spells is useless.

Edit: Spelling/Proofreading
 
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Pretty much sums up my reasoning exactly Eldragon. Of all the reasons given against this idea, I always seem to be able to come up with a story/character background to justify it. And as you mentioned, I haven't seen a overwhelming mechanical reason that makes it unbalanced.
 

Eldragon said:
I prefer to play games where cross-class skills are removed. We have done it at high level, and low level, and it always just works.

I have found that its your skill points/level and your prime ability scores that really separates the classes.

Take say the Stealthy Fighter vs. the Stealthy Rogue. The Rogue has 4x more skill points to choose from, and will almost always have a much better dex score. Finally, the Fighter is probably wearing armor with some kind of check penalty.

If your goal is to obtain less cookie cutter characters, this description sorta precludes it. I was unaware that D&D still had prime ability scores. I've had games where the smartest character at the table was the rogue, and the fighter had higher dex. I've rarely had games where the fighter was wearing armor with a significant armor check penalty - it simply doesn't make since to wear heavy armor while crawling through caves and ancient ruins. The few extra points of AC aren't worth the encumbrance.

At Higher levels, removing cross-class skills works even better. Lets face it, by level 15 or so, having 9 ranks in Hide or Open Lock just isn't going to cut it.

Why should locks in the world get harder to open just because one person was getting better at doing it? Why should everything get more perceptive just because one character was getting sneakier? If the difficulty things is going to scale with level, what's the since in having skill points at all? There are all sorts of skills where you get a good benefit out of having just a few points in them: balance, ride, knowledge, etc. Anything with a static difficulty doesn't need to be maxed to get some benefit out of it.

When it comes to spellcraft and Use Magic Device, Whats wrong with letting a Fighter or even a Barbarian know a thing or two about magic? A good backstory is more important than trying to fit into pre defined roles. Since they can't cast spells, and their Int score is usually going to be lower, It won't upset game balance.

What's wrong with a smart barbarian? What's wrong with a highly charismatic barbarian? If you system isn't flexible enough to support that, then you can give up pretentions of getting rid of pre-defined roles. Cross-class skills already support 'knowing a thing or two' if you choose to, and I've mentioned all sorts of other options. Your whole post has been an explanation of how the predefinded roles are so strong that they'll resist even removing the notion of cross class skills from the game. (You are actually right, which is one of several reasons why I said my approach was a more elegant solution.) And a good backstory is worth squat, and worth less than squat if it is being used to justify in-game mechanical advantages. I speak from 20+ years of experience, and I can tell you that 90% of all 'good back stories' are worse than useless and simple Onanism on the part of the player. The good ones aren't even interested in defining who the character is via the story - they have a completely different goal. A good RPer is quite happy to define his character through play. What a backstory is for is defining things that can't be defined through play or a stat block.

As for UMD, all class specific skills aren't merely skills but class features. Asking for it on your class skill list is like asking for a bonus feat, just because your backstory is so 'kewl'. Everyone keeps talking about how this system opens up the possibility of diplomatic wizards or stealthy fighters, but no one has yet mentioned what the rogue gets out of this. What sort of new character concepts does it open up for rogue? Anyone? Basically what it comes down to is you want the other classes to kill rogue and take his stuff because its just too hard to multiclass to fit your concept.

For Example... Kelfish, Is a 7th level fighter. He has spent the last 10 years serving as a bodyguard to a Red Wizard. The Red Wizard was careful to teach his Kelfish how to recognize spells in order to better defend his master in combat. A Bodyguard to a wizard who cant tell the difference between hostile and harmless spells.

To be perfectly frank, this is a sh177y background. It tells me as the DM absolutely nothing useful. Spend points on a cross class skill - you should be able to get 5 ranks or so by 7th level. Or else take a level in something other than fighter to represent all that non-fighter specific training you've supposedly had. Don't come whinning to me with a useless background telling me that you deserve something for nothing. You know what this kind of background really tells a DM? It tells the DM that the background isn't all that important to the player, because if the background was really important to the player he'd be perfectly willing to design and play a 'sub-optimal' character because it fit the background. But what you are really saying here is having Spellcraft on your character sheet is important and you've come up with some useless background information to justify it. Besides which, this is a fighter we are dealing with. With all the feats out there that enhance skills, and all the feats that a fighter qualifies for, you can't tell me that the fighter couldn't have sacrificed a wee bit of combat skill to take a feat that enhanced his spellcraft. After all, all those hours spent over the last 10 years learning spellcraft weren't spent learning other things. Ride, climb, or jump might be something you'd naturally train while learning to fight, but spellcraft isn't.
 

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