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General Tabletop Discussion
*Pathfinder & Starfinder
Two extra skill points per level (and character backgrounds)
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<blockquote data-quote="Shadeus" data-source="post: 2404962" data-attributes="member: 1795"><p>I play in a low magic world where we use something similar to what Nifft proposed. Basically each region of the country has a set of skills that are appropriate to that region. The amount of skill points varies but basically it's 6 skill points at first level and then 1 additional each future level. And the future skill points can be in the region in which you are currently.</p><p></p><p>For example, one country is big on trade, farming, and crafts. You get bonuses to Craft skills only. Another is a wasteland where it is a struggle to survive every day. You get Survival and Intimidate as a class skill and the "extra" points have to be taken there. Another region is big into culture and political posturing. They get a free knowledge skill and diplomacy.</p><p></p><p>I kind of liked the way you are forced to use mostly unused skills. Think of all the soldiers with Diplomacy, which they would never take. Of course, in that region of the world, it is a boon to paladins and the like. it also helps integrate your character backgrounds into the world itself.</p><p></p><p>As for clerics, Heal is a wasted skill to learn for the most part. It does have its limited uses for poison saves, disease, etc. But in general a cleric's spells quickly eclipse that skill. A cure minor wounds makes the stabilization check worthless. So that reduces the list to Spellcraft, Concentration (which is IMO the most important cleric skill), and Knowledge (Religion).</p></blockquote><p></p>
[QUOTE="Shadeus, post: 2404962, member: 1795"] I play in a low magic world where we use something similar to what Nifft proposed. Basically each region of the country has a set of skills that are appropriate to that region. The amount of skill points varies but basically it's 6 skill points at first level and then 1 additional each future level. And the future skill points can be in the region in which you are currently. For example, one country is big on trade, farming, and crafts. You get bonuses to Craft skills only. Another is a wasteland where it is a struggle to survive every day. You get Survival and Intimidate as a class skill and the "extra" points have to be taken there. Another region is big into culture and political posturing. They get a free knowledge skill and diplomacy. I kind of liked the way you are forced to use mostly unused skills. Think of all the soldiers with Diplomacy, which they would never take. Of course, in that region of the world, it is a boon to paladins and the like. it also helps integrate your character backgrounds into the world itself. As for clerics, Heal is a wasted skill to learn for the most part. It does have its limited uses for poison saves, disease, etc. But in general a cleric's spells quickly eclipse that skill. A cure minor wounds makes the stabilization check worthless. So that reduces the list to Spellcraft, Concentration (which is IMO the most important cleric skill), and Knowledge (Religion). [/QUOTE]
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Two extra skill points per level (and character backgrounds)
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