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<blockquote data-quote="StreamOfTheSky" data-source="post: 2595518" data-attributes="member: 35909"><p>Correct me if I added wrong, but isn't that 13 class skills (and thus automatic skill points, according to your system, as it appears to me)? Assuming a paladin of int 10 (which is a pretty generous assumption for many paladin builds), you've just granted him 6.5 times the skill points, plus however many bonus skill points to spend on other groups you gave him!</p><p></p><p>You're right though, the system does discourage cross-class skill buying. But in older additions of the game, wasn't the system even less flexible than the current one? Your average fighter should never take a rank in knowledge: the planes, thus they don't get it as a class skill. If the character studies the planes while not practicing with his sword, then he can progress in knowledge, but still no where near as fast as the wizard who devotes his life to such studies.</p><p></p><p>If you want to change the cross-class system to be less punishing, why not just use that one rule change you made: cc skills cost 1 sp per rank, but have a maximum half as much as a class skill. That way it's more enticing, without stepping on the toes of classes that can fully max out the skill.</p><p></p><p>I think the best way is to just talk with your DM before character creation about making a skill list suitable for your character idea (as UA basically introduced). I disagree with you on this point, however: some skills are indeed better than others. Who wouldn't choose Tumble over Heal? No need to make tables or rules about this though. It should be clear what a fair trade is based on an existing skill list. Climb for Gather Information and Survival for Diplomacy could make a class with those original skills into more of a out-doorsman type, for example.</p><p></p><p>You certaintly put a lot of effort into your system, though. I'd like to know how it works out.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 2595518, member: 35909"] Correct me if I added wrong, but isn't that 13 class skills (and thus automatic skill points, according to your system, as it appears to me)? Assuming a paladin of int 10 (which is a pretty generous assumption for many paladin builds), you've just granted him 6.5 times the skill points, plus however many bonus skill points to spend on other groups you gave him! You're right though, the system does discourage cross-class skill buying. But in older additions of the game, wasn't the system even less flexible than the current one? Your average fighter should never take a rank in knowledge: the planes, thus they don't get it as a class skill. If the character studies the planes while not practicing with his sword, then he can progress in knowledge, but still no where near as fast as the wizard who devotes his life to such studies. If you want to change the cross-class system to be less punishing, why not just use that one rule change you made: cc skills cost 1 sp per rank, but have a maximum half as much as a class skill. That way it's more enticing, without stepping on the toes of classes that can fully max out the skill. I think the best way is to just talk with your DM before character creation about making a skill list suitable for your character idea (as UA basically introduced). I disagree with you on this point, however: some skills are indeed better than others. Who wouldn't choose Tumble over Heal? No need to make tables or rules about this though. It should be clear what a fair trade is based on an existing skill list. Climb for Gather Information and Survival for Diplomacy could make a class with those original skills into more of a out-doorsman type, for example. You certaintly put a lot of effort into your system, though. I'd like to know how it works out. [/QUOTE]
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