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Skills?

I like the Iron Heroes skill system for the simple reason that it is a lot easier to build up a skill that is not "core" to your character class, and you can still be good at what your class is supposed to be good at.
In D&D 3.x, a Fighter can surely try to take ranks in Hide and Move Silently. But don't expect him to be really good at it, and do also not expect that he will be good at any other skill Fighters are usually associated with.

The skill points cost for cross class skills are probably the most notable problem with D&D 3. It's okay that I can't get as good as it as a character that has the skill as a class skill, but deciding to do something outside of your main character role becomes so expensive that you can't fulfill your main role, either.

Iron Heroes solves this problem by reducing the cost for cross class skills and also making it easier to be good at your core skills.

But there is a second problem with the D&D skill system: If you never bother to spend points on a skill, at some point you will have little chance of using it effectively at all. All skills that require opposed checks are out very quick.
There are some skills in which this might make sense (maybe people really never get better at Diplomacy or Spellcraft), but for others, it makes little sense (Spot and Listen for example - these are the kinds of checks that every adventurer constantly makes)

The Saga system assumes that every skill advances as the characters general experience grows. I like that approach.

D&D has a few other mechanics that work the same way: BAB, HD, Saving Throws. They always advance. There is a simple reason why they always advance: Everyone needs them for the "core" of the game system (which is combat.). You can't have a character whose Hit points don't improve, or whose saves don't get better, because he will be overwhelmed in a typical combat situation. That's why these abilities are not skills (unlike as in most class- and or level less systems), they just improve with your level. Sure, they improve at varying rates, but they improve constantly.

The D&D default assumption is combat. Skills are supplementary. They are nice to have, and they give you opportunities outside of combat. But it's also obvious that you don't really need them. I don't know any published adventures that couldn't be run without social skills, and most can also go by without trap-finding (though in many, this will be costly.) But are there any adventures that can be done through skills alone? You might thing Diplomacy is enough, but try using Diplomacy against a mindless undead or construct guarding the adventure's "McGuffin", as an example.

Combat is always a possible fall-back solution. It's rare that this woulnd't work in some way (and if it doesn't work, players might find out to late and their characters are all dead by then.)
Combat can only be this fall-back solution because everyone is getting better at it. Skills aren't that reliable, because in any given group, people might lack the required skills.

The Saga system for skills addresses this problem. It assumes that everyone needs some basic competency in skills. And since the skills have been restructured to have less skills, it is also easier to ensure that the group as a whole won't lack necessary skills. That makes it a lot easier to build adventures that might work out without ever needing to resort to combat, because everyone has some basic competence in the area of "non-combat". (Though I doubt that this will mean that this will always happen a lot in a system for a universe called Star WARS. :) But it's nice to have this option.)

Iron Heroes also improved the skill system a bit further than just making skills easier to get. It also gave them (more then before) uses within combat. Which meant that people relying more on skills could also use them in combat, so they don't have to focus on combat alone - their skills can compensate for lack of pure combat abilities.

Okay, so this sums up the advantages of using a system like the SAGA skill system, preferably combined with aspects of the IH system.

It is still true that there are some shortcomings:
You might ask: "What if I want to have a character to be really bad at something and never getting better, because that trait belongs to his personality and I don't want to lose that.*"
My answer might be: "You will have to ignore your "general competency bonus" and avoid using the skill. But on the bright side, if you ever want to play a Fighter that can also sneak around a bit with a real chance of remaining some competence in Climb/Jump/Swim, you can at least do that now."
I think this fits the "options, not restrictions" paradigma very well. If you want restrictions, impose them yourself. But if you want options, the game system is there for you.

But, as always, your mileage may vary...

*)
I could add: "But I don't mind that my wizard who rarely tried to make a touch or ranged touch attack in his 12 levels getting better in combat and can take out a 1st level Orc Barbarian without spells or using my wit..." for some irony. But that would assume that you (or the imagined speaker of the sentence) actually don't see that as a problem and/or are absolutely resistant to changes to the system, which I doubt.
 

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Victim said:
It's easy if you don't attempt those tests, voluntarily fail or otherwise reduce the bonus you use when you don't want the character to succeed. Besides, there might be some times when circumstances seem to favor your wizard and you can unleash your hidden potential :).

Patryn of Elvenshae said:
Why not?

If you never attempt the Persuade skill to intimidate anything, then you've never managed to intimidate anything.


And there it is, only one page later. :)

From the first page: "Not everyone wants that Conan with the +10 spellcraft, and telling them, 'just don't use it,' is kind of like telling a cleric not to use his spontaneous cure spells when the party needs it."

I'd sooner be happy with some kind of trade-off mechanic, than a character who is competent in something 'just because,' and then not use it. Even something like, "you get one trade-off skill, if you take no extra ranks in this skill due to level, you get a +2 to another skill of your choice that is based off of the same ability," or something similar.
 
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Well I own SWSE and the skill rules are one of the things I think it does right. Let's take D&D 3.5's climb skill. At DC 15 it's stated you're successful at climbing..."a very rough natural rock surface, or a tree or an unknotted rope or pulling yourself up when dangling by your hands..." This IMHO is something most beginning adventurers should be able to accomplish, and after a few levels should be virtual childs play.

In D&D 3.5 a 1st level wizard with a +0 str can't climb a freakin tree by taking 10? Okay, so even at 2nd or 3rd level...all the way up to 20th, and after months to years of adventuring he can't climb a tree with average strength. Not buying it.

Now even if he max's his CC skill, he can't climb a tree on take 10 until 7th level. IMHO this makes no sense, especially since he's devoted skill points to it. This is comedy, not heroism, and it doesn't add anything to the game because, in an important or risky situation, he would have to roll, thus his success wouldn't be assured anyway.
 

Grog said:
Good point. Someone in another thread (I can't remember who, sorry) made the point that the supposed flexibility of the 3E skill point system is really just an illusion, because in practice, there are only four things that people ever do with a skill:

1) Ignore it completely
2) Max it out
3) Put in 5 ranks for a synergy bonus to another skill, then never touch it again
4) Put in exactly as many ranks as are required for the prestige class they want, then never touch it again

And IME, that's always been the case in 3E. There's just no incentive to do anything else.
Another skill point spending strategem is to assume you're going to take 10 or 20 with a skill, and try to reach a point where you get the proper yield. Open Locks is a good example: once I've got a +10 bonus, I'm done. That'll get me a 30 DC check. Might be interesting to see some scenarios where locks have to be picked under pressure, but they just don't happen often.

Indeed, for just about anything that isn't an opposed-check or combat-oriented skill, that's a better method than just maxing it out. Take it from a guy who used to foolishly max out Open Locks.
 

Henry said:
I'd sooner be happy with some kind of trade-off mechanic, than a character who is competent in something 'just because,'

You aren't competent "Just because," however.

You're minimally competent at certain things because you've spent down time talking with the wizard over basic spellcraft theory, watching the rogue pick locks, climbing up trees to grab an apple, going a couple rounds with the warrior in boxing practice, paddling across quiet streams, etc.

You know, all those justifications that people use when they put three skill ranks in a previously-untrained skill when they level-up in the middle of a dungeon and need to be better at picking locks. Now, instead of skill-specific applications, its assumed you're practicing general adventuring know-how all the time.
 

Patryn of Elvenshae said:
You aren't competent "Just because," however.

You're minimally competent at certain things because you've spent down time talking with the wizard over basic spellcraft theory, watching the rogue pick locks, climbing up trees to grab an apple, going a couple rounds with the warrior in boxing practice, paddling across quiet streams, etc.

You know, all those justifications that people use when they put three skill ranks in a previously-untrained skill when they level-up in the middle of a dungeon and need to be better at picking locks. Now, instead of skill-specific applications, its assumed you're practicing general adventuring know-how all the time.
I never thought of Raistlin working on cliff climbing during his off time, or swimming.
Or Conan working on forgery.

If a specific character should have three ranks in a specific skill, then why not put three ranks in the specific skill. That one character may work that way is no reason to give every character a +5 in every skill. If they have a bonus is EVERY skill, then it ends up being "just because".

And I completely reject the idea that it is comedy that getting past a cliff is a challenge for a Raistlin style mage. To the contrary, of Raistlin needs to get over a cliff he will either need to be carried or he will need to use up some of his magic. That is part of what makes Raistlin be Raistlin and it is heroic that he faces challenges. If every 4E mage were to have a basic climbing skill then it would put a big dent in the ability to truly play a Raistlin archetype.
 

Patryn of Elvenshae said:
Yep! The army troopers in the hallway are all walking around with their +0 or +1 level-based bonus to Perception, and Chewbacca's got a +5 level-based bonus (and probably a small Cha bonus, too).

Chewbacca is certainly able to bluff his way past the standard troopers.

The guard lieutenant in the detention block, however, is 8th-level himself, with a Wisdom bonus, and is trained in Perception. So, he's at +9-11 vs. Chewie's +6.

So, against the important challenge in the encounter, Chewie's got a chance, but it's a crapshoot. Against the terrain - the mooks - he'll do alright.
See, I still disagree with this assessment.
Chewy didn't bluff his way past anyone. He didn't make any checks at all.
Luke and Han put shackles on him and a wookie in shackles simply had to be a wookie in shackles. Luke and Han took care of the bluffing and they used a plan that covered for Chewbacca's weakness.

But even with that aside, I find it pretty poor form that the wookie would be able to bluff even a standard ST. A +6 is way to high.

Under your scenario Chewy could have bluffed his way down the hall all by himself because his +6 would do the job until he got to the lieutenant. I find that to be a very bad idea.
 

Jim,

Anyone reading the thread can clearly see the context of what you said.
I think if you had a stronger answer you would probably say that, rather than playing word games.
 
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Gilberto did not choose Persuasion as a trained skill at 1st level. He chose others and then got Skil Traning to have another trained skill: Persuasion.

I was thinking of Skill Focus, and not Skill Training, when I read your post. Honest mistake. As for your argument...

For one, "Gilberto, the 1st level noble paladin that trained all his life in diplomacy", probably would have Skill Focus, as he'd be above and beyond even your regular Paladin in Diplomacy, if he's trained all his life in it. Secondly, it'd be completely unnecessary for him to burn a Feat on Skill Training. He'd be able to take three Trained Skills (two base, plus one for being human), which means he can take Perception, Persuasion, and Ride, which is pretty much all he needs. Which would leave him a spare Feat which can be put into Skill Focus.

But even without Skill Focus, once again, you forget to take into account stat bonuses. Torduk would have Persuasion +3. Gilberto would have Persuasion +7. So Gilberto, who's nine levels lower than Torduk, would still be more then twice as good, even without the Skill Focus Feat.
 
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I think SAGA got it mostly right. I really like ditching skill points for a more streamlined system. All the points made on this thread about players only touching the skills are accurate from my experience.

But, I think SAGA could go a step further, as per the 10th level meat-head being just as good at a skill as a 1st level who's trained and focused.

The house rule we've used for SAGA has been this:

Untrained skills gain a bonus equal to 1/2 character level.

Trained skills gain a bonus equal to character level.

We leave in the +5 bonus to trained skills (at lower levels, there's really no benefit to being trained), the trained only use of skills, and the option to focus in skills.

It's worked out great for us, and helps avoid the meat-head silliness mentioned above.
 

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