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Reworking Skills
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<blockquote data-quote="Blue" data-source="post: 2249854" data-attributes="member: 20564"><p>My concern would be that this really limits skill ranks while the variation is still rolled on a d20. If a "journeyman" would have a sill at 5 ranks, and a master have the skill at 10 ranks (having spend 10+9+8+7+6=40 skill points to increase), that's a small amount compared to a d20.</p><p></p><p>For characters, who advance levels often, the skill point multiplier might help, but unless all of the NPCs are also high level, that's problematice. Want a master armorer? If's he's only 3-4th level (as set by your demographics), then he doesn't have the skill points to be a master armorer.</p><p></p><p>Also, at mid levels you have enough skill points that all PCs might as well get at least one rank in all of the skills that aren't used untrained, just so they can make cheks or aid another. It makes it really easy to pick up skills because of the advanced number of skill points and the comparative cheapness of the first rank of a skill.</p><p></p><p>That said, I still like the idea. I like skills that get harder to advance, and that mechanic replacing max ranks. I just want a bigger variation from skill compared to the roll on the d20, and that learning a skill in the first place doesn't become "nothing".</p><p></p><p>How about a vaiation on this. Don't increase skill points awarded. Buying ranks up to your level (or level+X) costs 1 point per level. Ranks higher then your level cost as you have for the amount over it. (1 rank higher, +1 point, 2 ranks higher, +2 points, etc.) This keeps skill points rare enough that PCs just don't pick up every skill, and makes that as getting advanced skills (compared to their level) costly.</p><p></p><p>Hmm, not quite the same feel as you propose. Oh well, plunder any ideas you want from it.</p><p></p><p>Cheers,</p><p>=Blue</p></blockquote><p></p>
[QUOTE="Blue, post: 2249854, member: 20564"] My concern would be that this really limits skill ranks while the variation is still rolled on a d20. If a "journeyman" would have a sill at 5 ranks, and a master have the skill at 10 ranks (having spend 10+9+8+7+6=40 skill points to increase), that's a small amount compared to a d20. For characters, who advance levels often, the skill point multiplier might help, but unless all of the NPCs are also high level, that's problematice. Want a master armorer? If's he's only 3-4th level (as set by your demographics), then he doesn't have the skill points to be a master armorer. Also, at mid levels you have enough skill points that all PCs might as well get at least one rank in all of the skills that aren't used untrained, just so they can make cheks or aid another. It makes it really easy to pick up skills because of the advanced number of skill points and the comparative cheapness of the first rank of a skill. That said, I still like the idea. I like skills that get harder to advance, and that mechanic replacing max ranks. I just want a bigger variation from skill compared to the roll on the d20, and that learning a skill in the first place doesn't become "nothing". How about a vaiation on this. Don't increase skill points awarded. Buying ranks up to your level (or level+X) costs 1 point per level. Ranks higher then your level cost as you have for the amount over it. (1 rank higher, +1 point, 2 ranks higher, +2 points, etc.) This keeps skill points rare enough that PCs just don't pick up every skill, and makes that as getting advanced skills (compared to their level) costly. Hmm, not quite the same feel as you propose. Oh well, plunder any ideas you want from it. Cheers, =Blue [/QUOTE]
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