Sorry, I had seen that later post but thought your earlier one captured one important viewpoint (which Henry re-iterates in his post in reply) and Victim's the opposite.F4NBOY said:...it may or may not make the game less interesting...
Anyway, take a look at my post #129 where I rethink that post you quoted.
pemerton said:Sorry, I had seen that later post but thought your earlier one captured one important viewpoint (which Henry re-iterates in his post in reply) and Victim's the opposite.
What I was really doing was using both your and Vicitm's posts as foils to present my incoherence argument.
But exactly the same logic applies to combat training. Why is a 10th level Wizard as good with a longsword as a 1st level Fighter (+5 BAB -4 non-proficiency = +1)?Falling Icicle said:Just because someone has gained power and experience and journeyed around the world doesn't mean they should gain skill at everything. It's all a matter of training. I could travel around the world a thousand times and kill a million monsters, but if I haven't spent any time training to climb, I shouldn't be any better at climbing then when I started.
I don't think that that would necessarily solve the problem. The structure of D&D play, with its emphasis on level-appropriate challenges, means that it would almost always be more efficient to spend those extra points maxing out another one or two skills rather than building up a modicum of expertise in a wide range of skills. So the problem of 20th level Wizards drowning in shallow ponds would not go away.Falling Icicle said:In 3rd edition most characters were narrowly focused and had to resort to combat because most classes got only 2 skill points per level, which is hardly anything. All that needs to be done, imo, is to combine skills together and give characters more skill points per level. Having the skill points you get not based on intelligence would also be a good change, imo.
Canis said:What I have yet to see anyone explain cogently.... why is this a problem? If I'm a level 10 character, using a skill I've been exposed to and perhaps coached in by my adventuring buddies, is it entirely beyond reason that I would win opposed checks against level 1-5 or so characters who are also not trained in the skill? Is it also entirely beyond reason that being a seasoned adventurer might have taught me enough tricks to have an even chance of parity at mundane tasks with a trained neophyte (level 1 person)? This trained neophyte is STILL going to mop the floor with me in complicated tasks, since I can't even attempt them untrained.
Seriously. One attempt at telling me why that makes no sense would be nice.
A +5 bonus doesn't make a world-class athlete. IMO, a world-class athlete could well be level 1, with training and focus in the appropriate skill, as well as a natural talent (high ability modifier). That comes out to about +14 at first level, almost three times the bonus of a non-athletic 10th level character.JustinA said:Everyone is handsome, smart, and a world-class athlete by 10th level.
pemerton said:But exactly the same logic applies to combat training. Why is a 10th level Wizard as good with a longsword as a 1st level Fighter (+5 BAB -4 non-proficiency = +1)?
Either you posit that high-level characters are heroic in all respects (as per Saga or some variant thereof) or else that everything, including combat skill, is paid for with training points (as is the case in RM, and is approximately the case in RQ).
pemerton said:I don't think that that would necessarily solve the problem. The structure of D&D play, with its emphasis on level-appropriate challenges, means that it would almost always be more efficient to spend those extra points maxing out another one or two skills rather than building up a modicum of expertise in a wide range of skills. So the problem of 20th level Wizards drowning in shallow ponds would not go away.
pemerton said:Within the D&D adventuring paradigm, I think some variant of Saga makes sense. In another paradigm (like RM or RQ) gritty points-allocation works. I think the current mix that is D&D 3.5 doesn't work so well.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.