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Sammael's 3.75: Skills
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<blockquote data-quote="Sepulchrave II" data-source="post: 5011714" data-attributes="member: 4303"><p>That would work, if you're folding in Saves as well. I've used Reflex save + Wis for Initiative before. It makes a lot of sense. I'd probably drop the Improved Initiative feat altogether; it's always been a no-brainer for me anyway, although other people have different experiences of it. [edit]: see below</p><p></p><p> </p><p></p><p>I think you'd have to allow (max skill ranks = level+3) if you're going to drop ability modifiers altogether. 4 skill ranks is functionally equivalent to a 1st level character with an affiliated skill and a +3 ability modifier in your system.</p><p></p><p>I find the rationale for divorcing ability score modifiers from skill checks pretty compelling, as virtually every human action relies on any number of different faculties operating simultaneously. Those that don't (e.g. smashing down doors) can remain simple ability checks.</p><p></p><p>I've considered limiting the number of skill ranks which a character can possess in a given skill to its governing score, instead: e.g. a character with an 8 Int cannot have more than 8 ranks in Craft; a character with 12 Cha cannot have more than 12 ranks in Diplomacy etc. This resembles the maximum spell level/governing ability mechanic. </p><p>[It also suggests a limitation due to native ability, which is difficult to transcend (you have to raise the governing score before you can raise the skill rank further). This might run counter to a lot of people's implicit game philosophy.]</p><p></p><p></p><p></p><p>This sounds intriguing.</p><p></p><p></p><p></p><p>[edit]: Just caught that. </p><p></p><p></p><p></p><p>That's a reasonable working cap. I look forward to more.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 5011714, member: 4303"] That would work, if you're folding in Saves as well. I've used Reflex save + Wis for Initiative before. It makes a lot of sense. I'd probably drop the Improved Initiative feat altogether; it's always been a no-brainer for me anyway, although other people have different experiences of it. [edit]: see below I think you'd have to allow (max skill ranks = level+3) if you're going to drop ability modifiers altogether. 4 skill ranks is functionally equivalent to a 1st level character with an affiliated skill and a +3 ability modifier in your system. I find the rationale for divorcing ability score modifiers from skill checks pretty compelling, as virtually every human action relies on any number of different faculties operating simultaneously. Those that don't (e.g. smashing down doors) can remain simple ability checks. I've considered limiting the number of skill ranks which a character can possess in a given skill to its governing score, instead: e.g. a character with an 8 Int cannot have more than 8 ranks in Craft; a character with 12 Cha cannot have more than 12 ranks in Diplomacy etc. This resembles the maximum spell level/governing ability mechanic. [It also suggests a limitation due to native ability, which is difficult to transcend (you have to raise the governing score before you can raise the skill rank further). This might run counter to a lot of people's implicit game philosophy.] This sounds intriguing. [edit]: Just caught that. That's a reasonable working cap. I look forward to more. [/QUOTE]
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