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Community
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: 1380861" data-attributes="member: 892"><p>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).</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Particle_Man, post: 1380861, member: 892"] 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. [/QUOTE]
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Unearthed Arcana: The generic expert got the shaft!
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