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All characters get at least 16 skill points at 1st level, even if he or she has an Intelligence penalty.
Some characters also get extra skill points based on their race.
| Class | # of Heritage Skills |
| Barbarian | 3 |
| Bard | 4 |
| Cleric | 2 |
| Druid | 2 |
| Fighter | 2 |
| Monk | 4 |
| Paladin | 2 |
| Ranger | 4 |
| Rogue | 6 |
| Sorcerer | 3 |
| Wizard | 2 |
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Xagyg |
Latest page update: made by Xagyg
, Jun 19 2008, 1:38 PM EDT
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Keyword tags:
3e
4e
d&d
dungeons & dragons
fantasy
roleplaying
skills
More Info: links to this page
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| Started By | Thread Subject | Replies | Last Post | ||
|---|---|---|---|---|---|
| Xagyg | Design Notes for Skill conversion | 3 | Jun 23 2008, 12:52 AM EDT by Xagyg | ||
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Thread started: Jun 22 2008, 7:22 PM EDT
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I've been asked to give some Design Notes for my conversions, so here goes.
Skills The first thing I mention in the text is simplification. The sheer number of skills present in 3.x means that it's not possible to cover them all with an average party, or really to even cover a broad enough range to be able to meet all the challenges an adventure might throw at them. I'm not saying a party should necessarily be good at everything, but adventure writers used skills that only 1 party in 5 might have access to, like Knowledge (the planes). The problem is that most classes didn't get a lot of skill points, and they generally had to spend them on "class-mandatory" skills or risk falling behind the DC-curve adventures took into account. After all, why have 4-6 ranks in a skill when you're trying to hit DC 30? Rogues were even worse even though they had more skill points than everyone else, because they were *expected* to be the Open Lock/Disable Device/Spot/Listen/Hide/Move Silently/Appraise/etc. etc. experts. Skill System as a Group Resource Lots of people have house-ruled things like Notice (Listen, Spot) and Stealth (Hide, Move Silently), but that didn't go far enough in my opinion. The D&D skill system is not attempting to model the real world, it needs to model fantasy adventuring, research/knowledge, and NPC interactions. A D&D party should have a reasonable chance to be skilled at almost anything involved in one of those three pursuits. Sure, some parties will be too heavy in some areas and light in others, but a skill system needs to provide enough flexibility that the party has a chance to do the highest amount of cool things possible in each adventure. Therefore, even though skills are selected individually and help define a character, the system should actually be worried about the entire group's efficacy rather than a single character. More in the next post...
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Keyword tags:
3e
4e
d&d
dungeons & dragons
fantasy
roleplaying
skills
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