People don't get enough skills. When was the last time you saw anyone able to swim or balance? Further, the system really jacks over some of the creatures which really should be covered with skills like balance and climb and jump and sneak and swim - stupid monsters.
And yet, I was noticing that if you simply increase the number of skill points that classes give out - you sort of jack over intelligence. And further, if you just increase the monstrous skill points until creatures too dumb to talk get enough physical skills, the occassional actually smart magical beast ends up drowning in the damn things (the shift in bonus between a monster which is smart and a monster which is dumb is +/- 10 or more).
So I was thinking: you should get skill points from Constitution.
Not Diplomacy, probably (although you can actually make a very good Darwinist argument that people with a good Constitution have a natural tendency towards the ability to learn to be persuasive) - but things like Jump and Climb and Swim and Sneak - physical skills.
-Username17
Giving more skill points: Constitution.
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Re: Giving more skill points: Constitution.
Heck, why not gain a seperate pool of SP from each stat, and be able to spend SP from that stat's pool on skills with that stat as a key attribute?
Re: Giving more skill points: Constitution.
A simpler mechanic is to just to remove the physical skills altogether, and make them dependant on opposed or unopposed Saves. For example, Spot can be a Will save(can endure the boredom of needing to pay attention and focus all the time).
Give certain activities a different modifier. For example, Jump has a Strength mod to Fort, while Climb has a Dex mod to Fort. Add in a section for "Standard actions outside of combat," and you are good to go.
Interpersonal skills can even be done in the same way.
Then add more esoteric skills based off of skill points so that the rogue feels useful. I have never had a problem with more skills that are more specialized. When you roll all the skills into a few skills, and then give people more skills points, you end up with everyone being able to do everything. Pretty boring, and it makes players feel un-special and un-unique.
Give certain activities a different modifier. For example, Jump has a Strength mod to Fort, while Climb has a Dex mod to Fort. Add in a section for "Standard actions outside of combat," and you are good to go.
Interpersonal skills can even be done in the same way.
Then add more esoteric skills based off of skill points so that the rogue feels useful. I have never had a problem with more skills that are more specialized. When you roll all the skills into a few skills, and then give people more skills points, you end up with everyone being able to do everything. Pretty boring, and it makes players feel un-special and un-unique.
Re: Giving more skill points: Constitution.
Essence at [unixtime wrote:1083176818[/unixtime]]Heck, why not gain a seperate pool of SP from each stat, and be able to spend SP from that stat's pool on skills with that stat as a key attribute?
Because you already get the stat bonus from that stat in that skill, which jacks over characters with lower stats? Doubling the bonus makes the difference worse.
Sometimes it is mind over matter. But sometimes brawn goes a little further.
-Crissa