by Latex Spikes on Sun Sep 06, 2009 11:19 pm
I've been looking at the secondary skills and how to work them in with the new classes. As written, Barbarians, Rangers, Paladins, Sorcerers, Assassins and Jesters only have access to the general skills, unless you allow the fighter subclasses access to the fighter skills as well. I am considering (or have already done) the following changes:
1) Putting ALL the skills into one big pile and making a chart of who gets what. Not really a change in itself, just another way of laying out the skills. The main reason is to make other changes easier to work with. Something like:
........................Cleric........Fighter......Magic-User
Appraise.................X.............X................X
Spellcraft................X..............................X
Endurance..............................X
Knowledge is also being broken down into seven separate skills (the six listed under knowledge plus the thieves' knowledge (rumors around town). I'll probably expand on the descriptions of the first six just so they're more consistent with the rumors skill.
2) Some classes (if not all) will get a skill point in certain areas automatically. The first step away from the original secondary rules skill. There are some skills that I feel certain classes should have automatically; Rangers should know riding, Jesters should know how to tumble. I haven't gone through every class and skill yet, but I intend to. I'll post my opinions here and, as always, I'll welcome the input of others.
3) Not everyone will have access to what's currently under the general category. For the most part this will be unchanged; just a few minor tweaks here and there. Some didn't seem to quite fit. Barbarians with a background in Alchemy or Engineering is the first one that leaps to mind.
4) "If the character has a background or additional knowledge in a skill...." Dropping that. My opinion is that the skills should be picked with the character's background in mind. Ok, you can select Craft- Blacksmithing for being the son of a blacksmith. While you were doing that, other players were learning to swim, ride, etc.
5) Adding "- STR" after the Labor skill. I believe this was just a minor oversight.
6) Optional Skills Rules section: I plan on writing the first part into the main rules, but I'm dropping the second part. In the beginning of the secondary skills section is says you get 3 skill points per level after the first level, but under optional skills rules it says you get 1 point for each Charisma bonus (1 minimum). Charisma? Really? Wisdom or Intelligence makes more sense to me, but either way, I'm writing it as 3 per level. Like every other rule in the book, individual GMs can play it as they see fit.