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General Tabletop Discussion
*Pathfinder & Starfinder
Unearthed Arcana: The generic expert got the shaft!
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<blockquote data-quote="Particle_Man" data-source="post: 1377521" data-attributes="member: 892"><p>Bluff gives synergy benefits to four skills. Sense motive gives synergy benefits to one skill. Jump gives synergy benefits to one skill, but only if one had ranks in tumble. Balance gives no synergy benefits. Yet they all cost the same (1 skill point/rank or 2 skill points/rank). You don't have to spend one or two feats before you can take ranks in bluff, for instance. Now it may be that the phb classes are balanced by determining that certain classes have the "better" skills as class skills. That does not apply to the generics, since they choose their class skills. That is why I argue that the synergy benefits are part of the package of the skill, "paid for" already, as it were, and not an additional cost.</p><p></p><p>Another point. The average human warrior will have 72 skill points over her 20th level career. If she chooses, she could spend them to get quite a few synergy bonuses (it would be a rare character indeed that could benefit from all 23 skills that give bonuses), and have enough left over for the first sneak attack feat.</p><p></p><p>But if you want to get into details, remember that the +5 BAB of the warrior is actually better than the 5 weapon focus feats I alloted to her. That +5 applies to all weapons, so unless the expert only ever uses one type of weapon, regardless of found magic weapons, for all meelee and missle combat, and never is forced to fight unarmed, then the warrior gets additional feat-equivalent advantages (weapon focus in the other weapons that the expert uses, effectively).</p><p></p><p>I find things equalize a bit when I use the Injury rules in UA, since the expert can have the same fort save (which substitutes for hit points) as the warrior. In that case, I would only bump up the expert skill points/level to 8, and leave the class skills/level at 12. But that is also partially due to the fact that the Expert could have a good fort save and a good reflex save, and so can quickly get the evasion feat.</p><p></p><p>I like the above idea, if you have multi-classing, of removing the bonus feat from the first class level, but perhaps one could give with the other hand by granting a bonus feat for the first character level.</p></blockquote><p></p>
[QUOTE="Particle_Man, post: 1377521, member: 892"] Bluff gives synergy benefits to four skills. Sense motive gives synergy benefits to one skill. Jump gives synergy benefits to one skill, but only if one had ranks in tumble. Balance gives no synergy benefits. Yet they all cost the same (1 skill point/rank or 2 skill points/rank). You don't have to spend one or two feats before you can take ranks in bluff, for instance. Now it may be that the phb classes are balanced by determining that certain classes have the "better" skills as class skills. That does not apply to the generics, since they choose their class skills. That is why I argue that the synergy benefits are part of the package of the skill, "paid for" already, as it were, and not an additional cost. Another point. The average human warrior will have 72 skill points over her 20th level career. If she chooses, she could spend them to get quite a few synergy bonuses (it would be a rare character indeed that could benefit from all 23 skills that give bonuses), and have enough left over for the first sneak attack feat. But if you want to get into details, remember that the +5 BAB of the warrior is actually better than the 5 weapon focus feats I alloted to her. That +5 applies to all weapons, so unless the expert only ever uses one type of weapon, regardless of found magic weapons, for all meelee and missle combat, and never is forced to fight unarmed, then the warrior gets additional feat-equivalent advantages (weapon focus in the other weapons that the expert uses, effectively). I find things equalize a bit when I use the Injury rules in UA, since the expert can have the same fort save (which substitutes for hit points) as the warrior. In that case, I would only bump up the expert skill points/level to 8, and leave the class skills/level at 12. But that is also partially due to the fact that the Expert could have a good fort save and a good reflex save, and so can quickly get the evasion feat. I like the above idea, if you have multi-classing, of removing the bonus feat from the first class level, but perhaps one could give with the other hand by granting a bonus feat for the first character level. [/QUOTE]
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Unearthed Arcana: The generic expert got the shaft!
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