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Tweaking Skills - Thoughts?
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<blockquote data-quote="Nellisir" data-source="post: 2913934" data-attributes="member: 70"><p>I'm tweaking skills in my D&D game, with the goal of increasing the variety of skills characters invest in (not necessarily the number of skills, though I'll come back to this). To this end, I've combined Listen and Spot into Notice, Hide and Move Silently into Sneak, and Decipher Script and Speak Languages into Speak Languages.</p><p></p><p>I'm not sure this is enough, though. I'm considering setting up martial/magical/mystical styles as "prestige skills" that can be purchased with skill points (and restrictions like 1 martial skill per iterative attack, or 1 magical style per 5 caster levels, or whatever), and I keep tripping over the fact that the fighter, cleric, and wizard have the lowest skill points in the game (discounting the wizard's Int bonus).</p><p></p><p>I'm not wild about setting up a second "skill point pool" (ie, you get 2+Int bonus skill points, and 2 elite skill points per level), or an across-the-board skill point increase.</p><p></p><p>I could emphasize it as a carrot to enhance the usefullness of a high Int stat, but I think that'll happen anyways -- and it makes it harder to apply to existing characters (my group is 4th level and just went through one rewrite when I tweaked stats). Still, it's probably my frontrunner idea.</p><p></p><p>Another possibility is letting characters chose a few skills, at character creation, that advance automatically, without investing skill points. These would probably be the "must-have" skills like Notice, Spellcraft, or Survival. Multiclass rules might have to be worked out. This conserves skill points and lets characters who aren't interested in elite skills ignore them, and if every character can allot, say, two skills, it's an across the board increase without the randomness of just giving out more skill points.</p><p></p><p>So, I'm just brainstorming around and looking for thoughts and ideas. Anyone?</p><p></p><p>Thanks</p><p>Nell.</p></blockquote><p></p>
[QUOTE="Nellisir, post: 2913934, member: 70"] I'm tweaking skills in my D&D game, with the goal of increasing the variety of skills characters invest in (not necessarily the number of skills, though I'll come back to this). To this end, I've combined Listen and Spot into Notice, Hide and Move Silently into Sneak, and Decipher Script and Speak Languages into Speak Languages. I'm not sure this is enough, though. I'm considering setting up martial/magical/mystical styles as "prestige skills" that can be purchased with skill points (and restrictions like 1 martial skill per iterative attack, or 1 magical style per 5 caster levels, or whatever), and I keep tripping over the fact that the fighter, cleric, and wizard have the lowest skill points in the game (discounting the wizard's Int bonus). I'm not wild about setting up a second "skill point pool" (ie, you get 2+Int bonus skill points, and 2 elite skill points per level), or an across-the-board skill point increase. I could emphasize it as a carrot to enhance the usefullness of a high Int stat, but I think that'll happen anyways -- and it makes it harder to apply to existing characters (my group is 4th level and just went through one rewrite when I tweaked stats). Still, it's probably my frontrunner idea. Another possibility is letting characters chose a few skills, at character creation, that advance automatically, without investing skill points. These would probably be the "must-have" skills like Notice, Spellcraft, or Survival. Multiclass rules might have to be worked out. This conserves skill points and lets characters who aren't interested in elite skills ignore them, and if every character can allot, say, two skills, it's an across the board increase without the randomness of just giving out more skill points. So, I'm just brainstorming around and looking for thoughts and ideas. Anyone? Thanks Nell. [/QUOTE]
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