Default Name Player
First Post
Carnifex said:However, within a class-based system, I do enjoy a fair bit of customiseability... hence my problem with the cross-class skill thingy, because it seems unnecessarily restrictive...
Hmm...I don't know, but the first thing that came to my mind when you mentioned "restrictions" is that there's a big feat system within the core rules that pretty much solves many issues of "customization", if multi-classing is not desireable.
- "no tweaking, within the rules":
as per Page 1 of this thread, as per what Olive & Jeph pointed out, there is a feat (or feats) that covers this.
- "tweaking, within the rules":
as per tetsujin, there are suggestions within the rulebooks on how to slightly tweak the core classes, trading one ability for another. Another example is the recent "Specialized Fighter Classes" in a recent Dragon issue that has a variety of trade-offs in abilities and cross-skills, which might offer some ideas.
- "Rule 0/house rules":
as per many others in the thread, there's the house rules method of just removing the cross-class system or implementing a new one.
As you can see, there's already pretty much an extensive level of customization you're allowed (in regards to cross class skills), ranging from zero DM involvement, to extensive DM involvement.
However, is all of this to accomodate one player or all of your players? If it's just one player, it might be fair to the other players that method 1 or 2 above be used, where the player has to burn a feat to get good at tumbling (can't have something for nothing, right?

If all of your players have issues with the cross-class skills system, then perhaps a wholesale house rules of the system would be used, and as you have read in this thread, there have been many suggestions.
Personally, I'm just happy with using method 1 above, where there is a feat for this sort of thing.