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<blockquote data-quote="Afrodyte" data-source="post: 2599487" data-attributes="member: 8713"><p>Given these problems, I think there are some additional options you may consider as well. The first is to increase the number of skill points some classes have access to. The second is to consolidate some skills (Balance + Tumble = Acrobatics) and get rid of others (Use Rope). The system you proposed in your original post seems aimed at consolidating some skills, but went about it in a rather convoluted way. Instead of having skill groups as a rule, why not have them as an option, something like packages so it can be easier for players to put enough ranks in the most important skills for their concept while leaving room for additional options?</p><p></p><p>Of course, you'd have to alter which skills are class skills for each class. For the most part, they're fine, but some have too many or too few. Ditto skill points. From there, each class would have two or three builds that use the class skills a bit differently. Let's use the fighter as an example. You could have a sentinel, a cavalier, or even a military officer. Each of these builds would use the skill points they have a bit differently. The sentinel would likely have skills in Climb, Jump, Listen, and Spot. The cavalier would have Handle Animal and Ride. The military officer would spend his skill points in Diplomacy, Intimidate, Knowledge (History and/or Tactics), and Ride.</p></blockquote><p></p>
[QUOTE="Afrodyte, post: 2599487, member: 8713"] Given these problems, I think there are some additional options you may consider as well. The first is to increase the number of skill points some classes have access to. The second is to consolidate some skills (Balance + Tumble = Acrobatics) and get rid of others (Use Rope). The system you proposed in your original post seems aimed at consolidating some skills, but went about it in a rather convoluted way. Instead of having skill groups as a rule, why not have them as an option, something like packages so it can be easier for players to put enough ranks in the most important skills for their concept while leaving room for additional options? Of course, you'd have to alter which skills are class skills for each class. For the most part, they're fine, but some have too many or too few. Ditto skill points. From there, each class would have two or three builds that use the class skills a bit differently. Let's use the fighter as an example. You could have a sentinel, a cavalier, or even a military officer. Each of these builds would use the skill points they have a bit differently. The sentinel would likely have skills in Climb, Jump, Listen, and Spot. The cavalier would have Handle Animal and Ride. The military officer would spend his skill points in Diplomacy, Intimidate, Knowledge (History and/or Tactics), and Ride. [/QUOTE]
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