comrade raoul
Explorer
This is a system for assigning skill skill points that is much simpler than the original system. The basic idea is that, first, everyone picks a number of skills equal to 4 + their Intelligence modifier (or 5 + your Intelligence modifier if you're a human), and maxes out those skills (to the extent they can, depending on whether or not they have the chosen skill as a class skill); this part is just like the "Maximum Ranks, Limited Choices" UA variant, except that the number of skills you pick has nothing to do with how many skill points your class gets. In the formal version, I call these "trained skills."
The benefit to having levels in a skills-oriented class comes in the second part of the new system, which is a lot like the second UA variant: for every skill you (a) have as a class skill and (b) don't decide to focus on, you get half the maximum number of ranks (or the maximum ranks you'd have as a class skill). So the benefit to being a highly skilled class like a rogue is that you have a respectable number of ranks in a very large array of useful skills.
The idea is that this system, like the UA systems, is designed to make it much easier to create NPCs from scratch, and make character creation and advancement less of a headache. It gives characters lots more skills (and characters with levels in classes that normally don't have many skill points at all especially benefit), but I suspect that this won't in practice be especially game-breaking. In fact, I imagine it will just make play more fun: it means your rogue, just by virtue of being a rogue, knows a bit about disguise, so that you as a player can respond in interesting ways to a variety of challenges you'd never anticipated when you were assigning skills (and that your DM can have more freedom in choosing challenges for the party). But it also preserves key elements of customization: your rogue will still never as good at disguise as she is at lockpicking (say), her true calling. I think I'm combining a degree of flexibility and focus that neither UA system really retains.
Here's how it works. Note that I am still using a vocabulary with skill ranks, rather than skill bonuses.
The benefit to having levels in a skills-oriented class comes in the second part of the new system, which is a lot like the second UA variant: for every skill you (a) have as a class skill and (b) don't decide to focus on, you get half the maximum number of ranks (or the maximum ranks you'd have as a class skill). So the benefit to being a highly skilled class like a rogue is that you have a respectable number of ranks in a very large array of useful skills.
The idea is that this system, like the UA systems, is designed to make it much easier to create NPCs from scratch, and make character creation and advancement less of a headache. It gives characters lots more skills (and characters with levels in classes that normally don't have many skill points at all especially benefit), but I suspect that this won't in practice be especially game-breaking. In fact, I imagine it will just make play more fun: it means your rogue, just by virtue of being a rogue, knows a bit about disguise, so that you as a player can respond in interesting ways to a variety of challenges you'd never anticipated when you were assigning skills (and that your DM can have more freedom in choosing challenges for the party). But it also preserves key elements of customization: your rogue will still never as good at disguise as she is at lockpicking (say), her true calling. I think I'm combining a degree of flexibility and focus that neither UA system really retains.
Here's how it works. Note that I am still using a vocabulary with skill ranks, rather than skill bonuses.
Thoughts?Trained Skills and Class Skills
When you create a character, select a number of skills equal to 4 + your Intelligence modifier. If you're human, you can select an additional skill. These skills are your trained skills. You gain 2 ranks in each trained skill. Every time you attain an odd level after 1st (that is, starting at 3rd level), you gain an extra rank in each trained skill.
In addition, you gain 2 ranks in each skill you have as a class skill (in the case of multiclassed characters, a skill counts as a class skill for this purpose if you have at least one level in a relevant class). You gain an additional number of ranks in a given skill equal to half the levels you have in classes that have those classes as class skills. These ranks stack with any ranks you have in skills that you selected as trained skills.
For example, Elan is a 6th-level half-elf bard with an Intelligence of 8. He chooses Knowledge (religion), Perform (sing), and Ride as his trained skills. This means he has 9 ranks in Knowledge (religion) and Perform (sing), because they are also bard class skills; 5 ranks in all other bard class skills (though they are not trained skills), and 4 ranks in Ride (because it is a trained skill without being a class skill).
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