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General Tabletop Discussion
*Pathfinder & Starfinder
Unearthed Arcana: The generic expert got the shaft!
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<blockquote data-quote="Frostmarrow" data-source="post: 1380822" data-attributes="member: 1122"><p>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.</p><p></p><p>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?</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Frostmarrow, post: 1380822, member: 1122"] 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. [/QUOTE]
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Unearthed Arcana: The generic expert got the shaft!
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