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Community
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Things that just bother me when it comes to D&D.
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<blockquote data-quote="Elf Witch" data-source="post: 6072034" data-attributes="member: 9037"><p>Every player who likes to do more than their class abilities have complained that they don't get enough skill points. It does become a matter of carefully picking and choosing. But I don't agree the rogue gets that shafted on skills a non human rouge with no intelligent bonus gets 32 skill points at first level more than enough to max out those critical 8 skills. That is a lot of skill points.</p><p></p><p>I also combined listen, search and spot into one skill called perception, for bards I went back to one skill like in 3.0 instead of the way they have done it in 3.5 but I only allow it to work based on the bard charisma bonus so if it is a +3 they pick three performing things they are good at if they want more they need to take the skill again. </p><p></p><p>Other things I have changed is that local knowledge only works on an area that you spend time in or grew up in. Everyone starts the game with a 4 skill points in local knowledge of their area for free. And I give out free local knowledge if they spend anytime in an area and make an effort to learn things about it. </p><p></p><p>Clerics start the game with two free ranks in knowledge religion pertaining to their religion only if they want to know more about others they have to put ranks into it. </p><p></p><p>Sorcerers and wizards get a choice two free ranks in either knowledge Arcana or spellcraft. </p><p></p><p>I often give out bonus skill points for good roleplaying.</p><p></p><p>One of my biggest disconnects in gaming is the idea that only a wizard would be good at knowledge history why not a sorcerer who does not have to spend as much time learning magic. The way they do skills in 3.0 really leans to making characters of each class cookie cutters. Opening up skills helps give each character some individuality.</p></blockquote><p></p>
[QUOTE="Elf Witch, post: 6072034, member: 9037"] Every player who likes to do more than their class abilities have complained that they don't get enough skill points. It does become a matter of carefully picking and choosing. But I don't agree the rogue gets that shafted on skills a non human rouge with no intelligent bonus gets 32 skill points at first level more than enough to max out those critical 8 skills. That is a lot of skill points. I also combined listen, search and spot into one skill called perception, for bards I went back to one skill like in 3.0 instead of the way they have done it in 3.5 but I only allow it to work based on the bard charisma bonus so if it is a +3 they pick three performing things they are good at if they want more they need to take the skill again. Other things I have changed is that local knowledge only works on an area that you spend time in or grew up in. Everyone starts the game with a 4 skill points in local knowledge of their area for free. And I give out free local knowledge if they spend anytime in an area and make an effort to learn things about it. Clerics start the game with two free ranks in knowledge religion pertaining to their religion only if they want to know more about others they have to put ranks into it. Sorcerers and wizards get a choice two free ranks in either knowledge Arcana or spellcraft. I often give out bonus skill points for good roleplaying. One of my biggest disconnects in gaming is the idea that only a wizard would be good at knowledge history why not a sorcerer who does not have to spend as much time learning magic. The way they do skills in 3.0 really leans to making characters of each class cookie cutters. Opening up skills helps give each character some individuality. [/QUOTE]
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Things that just bother me when it comes to D&D.
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