Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Skill Points Per Class
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="bret" data-source="post: 381812" data-attributes="member: 713"><p>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.</p><p></p><p></p><p></p><p>Actually, it really depends on how many of the skills are vital to being able to do your class function.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p>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?</p><p></p><p></p><p>GMs can also make this bad.</p><p></p><p>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?</p><p></p><p>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.</p><p></p><p></p><p>Lets compare this for a moment to GURPs.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="bret, post: 381812, member: 713"] 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. 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Skill Points Per Class
Top