Particle_Man
Explorer
Frostmarrow said:I kind of liked your feat economy study (arbitrary or no). But I find it strange that you refuse to account for skill synergy. I mean, it might not be the great equalizer I've made it out to be but for you to simply disregard it, though it clearly benefits the class with the most skills/skillpoints is beyond me. You say that Knowledge (religion) gives you a bonus to something you can't use (I agree) but there are plenty of bonuses to go for that will work for you. The best examples might be jump and tumble which gives bonuses to eachother.
When you chose between the warrior and expert I made up, you stated that you didn't think the extra bluff, disguise and diplomacy was needed for the character (as long as someone else had it). But remember that those three (or four) skills can be swapped for any other three skills. For instance if you wanted to you could get three knowledges instead; or a complete line of wilderness skills; or craft, appraise, profession; or use magic device, decipher script, spellcraft. But you still want it all?
You are, of course, welcome to make the changes that you have suggested but you have not convinced me that the changes are at all necessary. Once we get to play-test this we will know. In any event it's been an interesting discussion which I'll keep an eye on.
Hmmm...I may have been too hasty on absorbing the effect of synergy within the skill itself. Partly this is because it can lead to benefits only if a character goes a certain direction. For example, your Jump/Tumble combo works, but if the person doesn't want to be a tumbler, then it is irrelevant to that person. However, I imagine that one or two synergies might be hit on by the expert that would prove useful to that particular expert. So, maybe 1/2 a feat (Since it gives less of a bonus than skill focus does, and doesn't allow you to "direct" the bonus as well as skill focus could, and since it is unlikely you would get too many synergies unless you specifically devoted the character to getting those synergies at all costs).
I guess the problem is that, taking those three skills you mention, if there is even one more warrior in the party, that warrior can pretty much take those three skills, and still fight better than the expert. The more warriors you add (the locks and traps warrior, the wilderness warrior, the UMD/spellcraft/decipher script warrior, etc.), the worse this gets. To counter this, the more skills the expert has, the less chance that he will be eclipsed by warriors/spellcasters in the only niche left to the expert.
Anyhow, I guess now there is nothing to do but wait for playtesting and hear reports about 3-6 months from now. Personally, I will try the expert with 8 skill points/lvl and all class skills, but will also use the Injury rules so the characters all have a chance of being equally "tough" in battle, since they can all choose to have good fort saves.