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<blockquote data-quote="Mighty Halfling" data-source="post: 3387761" data-attributes="member: 13134"><p>Cool ideas, Celebrim. I have been thinking about the NPC classes a lot lately too. My biggest beef is that they can't get better at skills unless they kill a bugbear or something. </p><p>With that in mind, I came up with these two NPC Class-specific supplemental rules, originally posted at my <a href="http://soundadvicefortoday.com/2006/12/31/skills-and-the-npc-classes.aspx" target="_blank">Web site</a>: </p><p></p><p><u><strong>SKILL GROWTH:</strong></u> As the character transitions from one stage on the Aging Effects Table (Table 6-5, Player's Handbook), the character earns skill points as if he had advanced a level. </p><p><strong><em>Notes:</em></strong> Now if you look at the Player's Handbook, there are only four listed stages on the Aging Effects Table — Middle Age, Old, Venerable and Maximum Age. These categories provide a natural point for skill growth. Originally, I was thinking that this could be for every 10 years a character ages. That would be fine for most races, but elves mess that plan up. The Aging Effects chart helps even that. Are these skill boosts too much? That's really doubtful. It might even be too little, considering how overskilled Player Characters get over time.</p><p><u><strong>FUNDAMENTAL SKILL:</strong></u> Pick three skills. Each of these skills is a Fundamental Skill for this character. Fundamental skills are not subject to character level dependency.</p><p><em><strong>Notes: </strong></em> This benefit allows the Non-Player Character classes an opportunity to dump all their skill points into three key skills, and not be stuck wallowing at a low skill level because of their relatively low class level. It also helps make my other change work to its maximum benefit.</p><p></p><p>(And, of course, I urge you to visit my <a href="http://www.soundadvicefortoday.com" target="_blank">Web site</a> often for other D&D musings.)</p></blockquote><p></p>
[QUOTE="Mighty Halfling, post: 3387761, member: 13134"] Cool ideas, Celebrim. I have been thinking about the NPC classes a lot lately too. My biggest beef is that they can't get better at skills unless they kill a bugbear or something. With that in mind, I came up with these two NPC Class-specific supplemental rules, originally posted at my [URL=http://soundadvicefortoday.com/2006/12/31/skills-and-the-npc-classes.aspx]Web site[/URL]: [U][B]SKILL GROWTH:[/B][/U] As the character transitions from one stage on the Aging Effects Table (Table 6-5, Player's Handbook), the character earns skill points as if he had advanced a level. [B][I]Notes:[/I][/B] Now if you look at the Player's Handbook, there are only four listed stages on the Aging Effects Table — Middle Age, Old, Venerable and Maximum Age. These categories provide a natural point for skill growth. Originally, I was thinking that this could be for every 10 years a character ages. That would be fine for most races, but elves mess that plan up. The Aging Effects chart helps even that. Are these skill boosts too much? That's really doubtful. It might even be too little, considering how overskilled Player Characters get over time. [U][B]FUNDAMENTAL SKILL:[/B][/U] Pick three skills. Each of these skills is a Fundamental Skill for this character. Fundamental skills are not subject to character level dependency. [I][B]Notes: [/B][/I] This benefit allows the Non-Player Character classes an opportunity to dump all their skill points into three key skills, and not be stuck wallowing at a low skill level because of their relatively low class level. It also helps make my other change work to its maximum benefit. (And, of course, I urge you to visit my [URL=http://www.soundadvicefortoday.com]Web site[/URL] often for other D&D musings.) [/QUOTE]
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