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Revamp of the Skills System
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<blockquote data-quote="Stalker0" data-source="post: 707177" data-attributes="member: 5889"><p>You don't need to double the number of skill points the rogue gets, but you will have to increase it. Out of your list, most likely tumble will be an expensive skill, and maybe hide and move silently, but the rest look like medium skills. So the rogue with 2 or 3 more skill points would be fine with that list.</p><p></p><p>This is again something that's going to take a fair amount of tweaking.</p><p></p><p></p><p>As to everyone elses, thoughts, I've also had the idea of just simply let a class pick a set of skills that are their class skills. But what happens when you multiclass, how many new skills will they pick up? Also, once they've picked their list its still set in stone. I would rather a class be able to branch out if they wish.</p><p></p><p>As for the rogue losing his place, remember he is still the only one who can find certain traps. And now the rogue has access to even more skills then he did before, so he can become even more skillful if he chooses. But with this system, if I have a party of adventurers without a rogue, they can compensate by taking open lock, disable device, etc. It would require most of their skills points, but they can do it, and it makes the system more flexible when a key class is missing from an adventuring party.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 707177, member: 5889"] You don't need to double the number of skill points the rogue gets, but you will have to increase it. Out of your list, most likely tumble will be an expensive skill, and maybe hide and move silently, but the rest look like medium skills. So the rogue with 2 or 3 more skill points would be fine with that list. This is again something that's going to take a fair amount of tweaking. As to everyone elses, thoughts, I've also had the idea of just simply let a class pick a set of skills that are their class skills. But what happens when you multiclass, how many new skills will they pick up? Also, once they've picked their list its still set in stone. I would rather a class be able to branch out if they wish. As for the rogue losing his place, remember he is still the only one who can find certain traps. And now the rogue has access to even more skills then he did before, so he can become even more skillful if he chooses. But with this system, if I have a party of adventurers without a rogue, they can compensate by taking open lock, disable device, etc. It would require most of their skills points, but they can do it, and it makes the system more flexible when a key class is missing from an adventuring party. [/QUOTE]
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Revamp of the Skills System
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