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Why does Wizards of the Coast hate Wizards?
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<blockquote data-quote="tetrasodium" data-source="post: 7849951" data-attributes="member: 93670"><p>I covered the knowledge skill condensation earlier. dozen(s) of skills were condensed into a couple knowledge skills. It wasn't that the wizard used to be better & now it doesn't really do more than still be pretty decent. It used to be that not even a wizard could fully keep up with all of the knowledge skills & it was too much for anyone else to even bother with instead of their own skills other than the occasional 1-2 knowledge skills relevant to their class (which the wizard <em>still </em>probably knew better because they were probably important ones like knowledge religion in an undead heavy campaign. </p><p></p><p>In the old system a wizard got 2+int mod skill points/level , a rogue got 6+int mod(?), a fighter & I think pretty much everyone else got 2+int mod skill points. The rogue was too busy putting those skill points in skills like, hide, move quietly, spot, listen, disable device, acrobatics(used to be wayyy more useful), detect traps, etc & didn't have room to waste on heavy knowledge skill investment... nor did it bother beyond feat/PrC prereq requirements because the wizard would handle that. Int no longer gives bonus skill points or proficiencies so skill monkey/knowledge guy was basically removed from wizard</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 7849951, member: 93670"] I covered the knowledge skill condensation earlier. dozen(s) of skills were condensed into a couple knowledge skills. It wasn't that the wizard used to be better & now it doesn't really do more than still be pretty decent. It used to be that not even a wizard could fully keep up with all of the knowledge skills & it was too much for anyone else to even bother with instead of their own skills other than the occasional 1-2 knowledge skills relevant to their class (which the wizard [I]still [/I]probably knew better because they were probably important ones like knowledge religion in an undead heavy campaign. In the old system a wizard got 2+int mod skill points/level , a rogue got 6+int mod(?), a fighter & I think pretty much everyone else got 2+int mod skill points. The rogue was too busy putting those skill points in skills like, hide, move quietly, spot, listen, disable device, acrobatics(used to be wayyy more useful), detect traps, etc & didn't have room to waste on heavy knowledge skill investment... nor did it bother beyond feat/PrC prereq requirements because the wizard would handle that. Int no longer gives bonus skill points or proficiencies so skill monkey/knowledge guy was basically removed from wizard [/QUOTE]
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