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<blockquote data-quote="evilbob" data-source="post: 3952447" data-attributes="member: 9789"><p><strong>loseth, RPG_Tweaker</strong>: Thanks for the compliment, loseth, but I have to go with RPG_Tweaker on that suggestion. I think he summed up my thoughts nicely.</p><p></p><p><strong>Claudius Gaius</strong>: Kinda gotta go with the above for your suggestion too, pretty much for the same reasons, although it is interesting.</p><p></p><p><strong>Celebrim</strong>: And again, all of those thoughts are fair. I have certainly created some uber-skills, which is at least partially the product of my artificial constraint of "generally working within the existing skill structure." Part of what I have intentionally done is make sure that this system is, more-or-less, "backward compatable," at least insofar as each previous skill is explained or given a place. Because I'm dealing with a system that already has baggage, there is no doubt that my system will continue that trend. That's not to say that it couldn't be tightened up; but as it was coming from a flawed premiss I can hardly defend the flaws.</p><p></p><p>I will say that much thought went into UMD, though; the way I see it, it is either something you can do because you are smart enough to figure it out, or because you are magically inclined anyway, so of course you're going to know more about magic than the next guy. It's a powerful skill, don't get me wrong, and I have certainly made it more accessable. But I just don't think that's a bad thing. For one, it seems like many magical items are getting removed in 4E, so there's less of a threat of it being too powerful - but this is hardly an argument for a 3.5 game. Overall, I guess "being able to use magical items" is still just not something I worry about too many players being able to do. Have I left myself open to a min/maxer to take advantage? Maybe. But in return, I've gained the ability for more players to actually have fun using a wider variety of magical items. Once again: seems like a good trade to me.</p><p></p><p>On the other hand, it's still worth considering: moving UMD out of Arcane and solely into Ingenuity. It's got merrit.</p><p></p><p>As for the Hide + Move Silently and Spot + Listen, it was entirely my thought that reducing the total number of skill points available would fix this issue. If you have two skills you would have bought anyway and half the skill points to spend on them, doesn't that work out exactly right? Except that, of course, it's more complicated than that, so I haven't made the total skills just half the previous total - but I am still looking for feedback on whether or not the 5, 4, 3, 2 system is a good amount.</p><p></p><p>As for Knowledge(History) and (Religion), I have always thought Religion could stand on its own, partially because of the undead knowledge, and also because so many PrCs require it for cleric- or just generally paragon-esque classes. (It also gives a solid boost to turning which is very useful - so much so it's generally considered a no-brainer.) However, History does prove to be the weakest link in my system. That's the only skill that doesn't really -do- anything for you, and even me adding "can kinda help with knowledge on humanoids" doesn't make it that much better. This was brought up earlier and I'm still undecided, but if anyone can come up with a good way to fold it into something else, I'm still listening.</p><p></p><p>More specifically though, other than dealing with UMD and pulling the Knowledge(Planes) out of Survival, are there other specific skills you think are too heavy? (Especially, again, considering that we're dealing with a lower total number of skill points.)</p></blockquote><p></p>
[QUOTE="evilbob, post: 3952447, member: 9789"] [B]loseth, RPG_Tweaker[/B]: Thanks for the compliment, loseth, but I have to go with RPG_Tweaker on that suggestion. I think he summed up my thoughts nicely. [B]Claudius Gaius[/B]: Kinda gotta go with the above for your suggestion too, pretty much for the same reasons, although it is interesting. [B]Celebrim[/B]: And again, all of those thoughts are fair. I have certainly created some uber-skills, which is at least partially the product of my artificial constraint of "generally working within the existing skill structure." Part of what I have intentionally done is make sure that this system is, more-or-less, "backward compatable," at least insofar as each previous skill is explained or given a place. Because I'm dealing with a system that already has baggage, there is no doubt that my system will continue that trend. That's not to say that it couldn't be tightened up; but as it was coming from a flawed premiss I can hardly defend the flaws. I will say that much thought went into UMD, though; the way I see it, it is either something you can do because you are smart enough to figure it out, or because you are magically inclined anyway, so of course you're going to know more about magic than the next guy. It's a powerful skill, don't get me wrong, and I have certainly made it more accessable. But I just don't think that's a bad thing. For one, it seems like many magical items are getting removed in 4E, so there's less of a threat of it being too powerful - but this is hardly an argument for a 3.5 game. Overall, I guess "being able to use magical items" is still just not something I worry about too many players being able to do. Have I left myself open to a min/maxer to take advantage? Maybe. But in return, I've gained the ability for more players to actually have fun using a wider variety of magical items. Once again: seems like a good trade to me. On the other hand, it's still worth considering: moving UMD out of Arcane and solely into Ingenuity. It's got merrit. As for the Hide + Move Silently and Spot + Listen, it was entirely my thought that reducing the total number of skill points available would fix this issue. If you have two skills you would have bought anyway and half the skill points to spend on them, doesn't that work out exactly right? Except that, of course, it's more complicated than that, so I haven't made the total skills just half the previous total - but I am still looking for feedback on whether or not the 5, 4, 3, 2 system is a good amount. As for Knowledge(History) and (Religion), I have always thought Religion could stand on its own, partially because of the undead knowledge, and also because so many PrCs require it for cleric- or just generally paragon-esque classes. (It also gives a solid boost to turning which is very useful - so much so it's generally considered a no-brainer.) However, History does prove to be the weakest link in my system. That's the only skill that doesn't really -do- anything for you, and even me adding "can kinda help with knowledge on humanoids" doesn't make it that much better. This was brought up earlier and I'm still undecided, but if anyone can come up with a good way to fold it into something else, I'm still listening. More specifically though, other than dealing with UMD and pulling the Knowledge(Planes) out of Survival, are there other specific skills you think are too heavy? (Especially, again, considering that we're dealing with a lower total number of skill points.) [/QUOTE]
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