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[TOUCHY SUBJECT] Why all the hate for min-maxing?
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<blockquote data-quote="Bendris Noulg" data-source="post: 1439703" data-attributes="member: 6398"><p>I have a similar PC in an Oathbound game... I gave him high Intelligence at creation and twice he's taken the Versatile Feat from <em>Rokugan</em> (2 Cross Class Skills become Class Skills), which gave me 4 extra Class Skills: Appraisal, for rating mercenary contracts, Diplomacy, for negotiating contracts and negotiating an enemy army's surrender, Knowledge, cause he's smart, and Sense Motive, for determining the intentions of enemy troop movements. I'm probably pushing the limit on picking Knowledge overall rather than a single Knowledge skill, but discussing it with my GM, it was agreed that it fit concept and wasn't anything earth shattering, so it was allowed. He also puts a 1/2 Rank into Bluff every even level, for the use of hiding the actual intentions in his own manuevers.</p><p> </p><p>Granted, when my copy of <em>Fields of Blood</em> arives, I might change these skills if there are other suitable Skill choices presented for the same purpose (and the GM approves), but these seemed to make the most sense, over all, with the rules on-hand (essentially a combination of bits from AEG's <em>Mercenaries</em> and WotC's <em>Wheel of Time</em>).</p><p> </p><p>At any rate, for anyone interested in making an "educated" anything that doesn't have Knowledge as a Class Skill, I highly recommend this Feat. For those that feel that 2 Skills is too much, there's a 1 Skill version in the <em>Netbook of Feats</em> called Cross Class Learning (I, myself, use both in my campaign, with the NBoF version renamed as Aptitude and made a prereq to Versatile).</p></blockquote><p></p>
[QUOTE="Bendris Noulg, post: 1439703, member: 6398"] I have a similar PC in an Oathbound game... I gave him high Intelligence at creation and twice he's taken the Versatile Feat from [i]Rokugan[/i] (2 Cross Class Skills become Class Skills), which gave me 4 extra Class Skills: Appraisal, for rating mercenary contracts, Diplomacy, for negotiating contracts and negotiating an enemy army's surrender, Knowledge, cause he's smart, and Sense Motive, for determining the intentions of enemy troop movements. I'm probably pushing the limit on picking Knowledge overall rather than a single Knowledge skill, but discussing it with my GM, it was agreed that it fit concept and wasn't anything earth shattering, so it was allowed. He also puts a 1/2 Rank into Bluff every even level, for the use of hiding the actual intentions in his own manuevers. Granted, when my copy of [i]Fields of Blood[/i] arives, I might change these skills if there are other suitable Skill choices presented for the same purpose (and the GM approves), but these seemed to make the most sense, over all, with the rules on-hand (essentially a combination of bits from AEG's [i]Mercenaries[/i] and WotC's [i]Wheel of Time[/i]). At any rate, for anyone interested in making an "educated" anything that doesn't have Knowledge as a Class Skill, I highly recommend this Feat. For those that feel that 2 Skills is too much, there's a 1 Skill version in the [i]Netbook of Feats[/i] called Cross Class Learning (I, myself, use both in my campaign, with the NBoF version renamed as Aptitude and made a prereq to Versatile). [/QUOTE]
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[TOUCHY SUBJECT] Why all the hate for min-maxing?
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