Skill Points Per Class

CRGreathouse said:
I generally find that there are often too many skill points - more skill points = less individuality as characters take the same core of skills.

IMC, the average skill points per level > 6.

I'm playing a game now with an Int 10 paladin. His skills: Diplomacy +11, Knowledge (religion) +7, Profession (barrister) +4, Ride +4. I certainly don't feel 'strapped' for skills - and I don't feel obliged to max out K(r) - even though I did. (It fits the character, trust me.)
CR.... you are a freak. :p

A 4th level paladin that only has Diplomacy and Knowledge religion is enough for you? 2 token ranks in barrister and very weak Ride skill (which really wouldn't be enough for a approaching-mid-level Paladin) and you're happy?
What about all the other skills that a paladin might want to be good at?
God forbid he be good at Healing someone. :rolleyes: LOL

I'm just playing with you, you know that cause I've never understood or agreed with your stance re: skills, CR. ;)

But I don't understand 2 things:
1) How the players would be taking the same skills, leading to generic PC's. IMC's, we want our PC's to be unique, and compiment each other, and the classes really don't allow for many skills to be taken, so I'm confused how your player's characters have this surplus of skills (unless they are all playing human, high-INT PC's)
2) What you meant by "the average skill points per level is greater than 6".
HUH??!!! :confused:
 

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Duncan: You think skill creep is a problem in D20?

Have you ever played GURPS? There is a limit to how many skills are actually good for a game.

Seriously, it would be nice in D20 to have some skills default to some other skills at higher DC's.

Those of you that think that you should get more skills per level, how highly do you rate Int as an attribute for fighters, clerics, paladins, and barbarians at present? You want more skills, pay the piper. What you really want is to not pay a price for your low intelligence scores so you can buff strength up. If everybody got +2 skills per level, who would bother with high intelligence that didn't have too? Adding 2 points of free skills doesn't unbalance the classes, but it does unbalance the attributes.

If you really want more skills for your fighter, either play a human fighter with 13 int (so you can take expertice), or take a level of rogue. Or expert. Or aristocrat. Or barbarian. Or ranger. Or some combination thereof.

God forbid that you couldn't be the best at everything you wanted to be good at.
 

I think that the current skill point allocation forces some tough choices, makes Int important, and gives humans something of real benefit.

The thing is, a fighter excels in combat. Any abilities outside comabt are icing on the cake. And 2 points/level is enough to have a little bit of icing - a fighter who can climb and swim, or a fighter who can ride well and repair his own weapons and armour, and probably a couple of points left over for some ability in a profession or craft. If you want your fighter to ride, climb, swim, manage draft animals, have a couple of professions, and tumble like an acrobat, you either have to have a very smart (and probably human) fighter, take a level or two of a more skillful class, or not max out all your skills. Tha paladin above seems to me to have enough skills to contribute to the party, and the player's enjoyment, otside of combat, so why devalue his choices? And a half-orc fighter with Int 6 shouldn't be able to learn more than a smattering of skills.

What's wrong with that?
 

Celebrim said:
Duncan: You think skill creep is a problem in D20?

Have you ever played GURPS? There is a limit to how many skills are actually good for a game.

Seriously, it would be nice in D20 to have some skills default to some other skills at higher DC's.

Yes, I've played Gurps; Rolemaster also suffered from Skill Creep very badly - Seperate skills for Tracking and Read Tracks? "Similar Skills" tables!

But in D&D the problem is with so few skill points skill creeep can be more problematic.

Duncan
 

Celebrim said:
Duncan: You think skill creep is a problem in D20?

Have you ever played GURPS? There is a limit to how many skills are actually good for a game.

Funny you should mention that, since I play GURPS in preference to D&D. I personally find the GURPS skill system gives a lot more realistic feel to skills and skill levels.


Seriously, it would be nice in D20 to have some skills default to some other skills at higher DC's.

Those of you that think that you should get more skills per level, how highly do you rate Int as an attribute for fighters, clerics, paladins, and barbarians at present? You want more skills, pay the piper. What you really want is to not pay a price for your low intelligence scores so you can buff strength up. If everybody got +2 skills per level, who would bother with high intelligence that didn't have too? Adding 2 points of free skills doesn't unbalance the classes, but it does unbalance the attributes.

If you really want more skills for your fighter, either play a human fighter with 13 int (so you can take expertice), or take a level of rogue. Or expert. Or aristocrat. Or barbarian. Or ranger. Or some combination thereof.

God forbid that you couldn't be the best at everything you wanted to be good at.

Actually, it really depends on how many of the skills are vital to being able to do your class function.

Sorcerers have it worst. They need Concentrate and Spellcraft. That completely takes care of their skill allocation, they are now dependent on Int Mod or racial modifiers. In most games, not maximizing both of these make them ineffectual in their primary function.

Wizards have it best. Since their prime attribute (Int) gives more skill points, at high levels they have more than enough skill points to buy the skills they want. They are competing with the Rogues for number of skill points, and a LoreMaster will probably exceed the Rogue.

Wiz with 15 Int (Standard Array) will steadily increase it. They may only start with 4 skill points a level, but by 4th level it is already up to 5 skill points/level. They will have the first choice and best of skill boosting items, giving them another 1-3 skill points per level.

Even using the Standard Array, the Iconic Wizard is going to have more skill points per level (Int 20 + Int boosting magic) than a rogue that didn't boost Int. I imagine it becomes truely gross at Epic levels.


Rogues are somewhere between. They are expected to be the skill monkeys. The problem is the number of skills they are expected to have. How many groups would be happy with a rogue missing one of these skills: Search, Disable Device, Open Lock, Spot, UMD?


GMs can also make this bad.

How many GMs figure maxed skill ranks when trying to determine what is a good challenge? Do you keep raising what is the 'best possible' and 'typical' as people level, so anyone who wants to broaden their character now risks making them become ineffective?

Unless the GM basically says something like '5 ranks is good, 10 ranks is expert' and keeps this constant through the campaign, characters are forced to keep skills nearly maxed out. They don't get a chance to develope new skills, because their old ones become obsolete so quickly.


Lets compare this for a moment to GURPs.

In GURPS, you start putting 4-8 points into a skill just to raise it 1. For 1/2 to 2 points, you can become fairly good at a skill. You frequently have enough points where you can afford to put 5 points or so into 'background/job skills' without risking that your character will become ineffective. Since there is no such thing as class vs. cross class skills, the person who can't swim is that way because they chose to be. There are still a few characters who are good at climbing, swimming, etc (they get the tough jobs) but everyone is expected to be able to handle the easy to moderate difficulties. It actually makes for a better team, since everyone is able to handle themselves to a certain extent.
 

reapersaurus said:
CR.... you are a freak. :p

If I am, I'd be the last to know. :)

reapersaurus said:
A 4th level paladin that only has Diplomacy and Knowledge religion is enough for you? 2 token ranks in barrister and very weak Ride skill (which really wouldn't be enough for a approaching-mid-level Paladin) and you're happy?

He has 3 ranks in Profession (barrister) and 4 in Ride - his Dex is a bit low. It's quite enough for me, sure - he's spent his life fighting, nor learning other things, and isn't the brightest.

He's never really used his horse in combat, so the skill points in Ride could be deemed excessive - though not by me. I think all paladins should learn to ride. :p

reapersaurus said:
What about all the other skills that a paladin might want to be good at?
God forbid he be good at Healing someone. :rolleyes: LOL

Exactly - what about all the other traidional paladin skills? Had I more skill points, I'd take them, making the character bland as ever - with the token exception of his legalistic skill. (He's a paladin of Tyr, so it seemed natural. :))

reapersaurus said:
I'm just playing with you, you know that cause I've never understood or agreed with your stance re: skills, CR. ;)

We're yin and yang.

reapersaurus said:
But I don't understand 2 things:
1) How the players would be taking the same skills, leading to generic PC's. IMC's, we want our PC's to be unique, and compiment each other, and the classes really don't allow for many skills to be taken, so I'm confused how your player's characters have this surplus of skills (unless they are all playing human, high-INT PC's)

There would be more overlap between characters in a group if they had more skill points, to be sure, but I'm talking more about making the characters different from others of their class: I didn't like the lack of customization in 2E. 3E is much better, but the variety decreases when characters have too many skill points to spend.

reapersaurus said:
2) What you meant by "the average skill points per level is greater than 6".

The barbarian gets 2 (4 base, -2 Int). The paladin gets 5 (2, +2 Int, +1 human). The rogue gets 13 (8, +4 Int, +1 human).

(2+5+13)/3 = 6+2/3 > 6

Yes, the rogue has a better Int than Dex. Hey, the player wanted it there...

Edit: Perhaps I misunderstood your last question. Your quote is incomplete: "IMC,[...]", I said. My camapaign averages over 6 skill points per level.

*****

On the issue of how many skill points are appropriate: I don't think that the number should always be low, just that it should be low for certain charatcters. My wizard Narya gets 7 skill points per level (Int 21) and it's just enough to fill what he needs - but an arrogant genius like him needs to have more skills. I couldn't adaquately play him at all with many fewer. It depends on the character.

/me apologizes for typos, misspellings, circular logic, and poor grammar; it's late and I'm tired.
 
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bret:

"Funny you should mention that, since I play GURPS in preference to D&D."

So did I for a while after I got disgusted with the limitations of 1st ed. AD&D.

"I personally find the GURPS skill system gives a lot more realistic feel to skills and skill levels."

Absolutely. But although it has some huge advantages, it carries some pretty big prices as well. For one thing, GURPS is much more complex than D20. And GURPS suffers from the problem of being just good enough to be better than any other wide spread mature generic system and seem realistic, and yet just bad enough to need endless house rules to make needed fixes (GULLIVER anyone?). Ultimately, the extra realism and character building mechanics of GURPS wasn't worth the overhead for me.

That said, I'd still probably prefer GURPS for certain gritty settings.

As far as your D20 criticism goes, I don't think you've actually hit the system in the quick until the last line of your post when you raise the problem D20 has when average DC's of challenges rises to 20 or higher, and average skill bonuses rises to a significant fraction of 20. In such situations, only one member of the party has a reasonable chance of succeeding at the challenge, and that one member cannot but succeed. But I would argue that is an enherent limitation of any dice system, and is evident in a different fashion in GURPS when for example active defences rise to around 15 or so and only critical hits can hit the target or when two opponents have skills so high that victory is more or less determined solely according to the luck of criticals. (according to the usual rules). Maybe we could partially avoid the problem with large dice ranges (like say CoC did), or large dice pools (like WEG's SW did) but ultimately the same problem will keep cropping up as you reach the upper end of the system and the randomness starts to go away.

CR: I've seen alot of rogues built with higher INT than DEX.
 

CR - you got my post perfect. :)

And I did mean IYC.

After hearing that your 'average skill points per character' stat included a paladin with 14 INT and a Rogue with 13 skills, I'll personally discard that stat as .... how can I put it.... not common. ;)
 

bret said:


Funny you should mention that, since I play GURPS in preference to D&D. I personally find the GURPS skill system gives a lot more realistic feel to skills and skill levels.
Seconded - and there are other reasons as well for why I like GURPS so much... :)
 

A problem I have with the small number of skill points you get base is that by just having a slightly lower than average intelligence (I was playing a half-orc cleric) I ended up getting 1 skill point per level.

Its almost impossible to do much of anything out of combat when you have a 9INT with a 2 skill point base class. This doesnt seem right when 9 is not that bad of a stat.

My skill adds at 5th level
Concentration +3
Knowledge (Religion) +1
Ride + 1/2

WOO HA!

DS
 

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