I was wondering if anyone could see a justification for skill levels being capped at level+3? Is there any reason not to have them open ended? Maybe allow a maximum addition of ranks equal to the governing attribute, with a minimum of 1, (eg Wis 14 allows +2 ranks per level in Listen if desired, Str 18 allows up to +4 ranks in Climb to be assigned if desired).
I'm quite keen on the idea of craftsmen not having to be very high level (or even mid level) and/or to have to take a feat to gain the necessary skill ranks for them to produce high grade stuff.
The main issue I can see is players super specialising to gain very high ranks in a couple of key skills at low levels. But then again, they'd be very narrowly based...
I'd welcome any thoughts (especially ones that do not make reference to RQ/BRP...)
Skill Ranks
Skill Ranks
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It's somewhat built into the system.
It may not matter that you can get synergy bonuses at 1st level rather than 2nd, but there are a number of spells that are restricted by level based on skill rank requirements.
It would reduce the desirability of Skill Focus, an already not desirable feat.
It wouldn't make for narrow characters, it would make for characters who are insanely good at one thing with a few less ranks to spread around everything else. Does this matter? Probably does for something like K: Zingaran Fencing School, one of the very few skills that I've maxed out with a party character.
Could just remove the cap on useless skills like Craft (mundane), Perform (Not Ritual), Profession (everything). For a NPC, could just break the rules and ignore caps. For PCs, could give them free, crappy feats (something we've done several times) so that you can your True Professional or whatever the unlimiter is called.
It may not matter that you can get synergy bonuses at 1st level rather than 2nd, but there are a number of spells that are restricted by level based on skill rank requirements.
It would reduce the desirability of Skill Focus, an already not desirable feat.
It wouldn't make for narrow characters, it would make for characters who are insanely good at one thing with a few less ranks to spread around everything else. Does this matter? Probably does for something like K: Zingaran Fencing School, one of the very few skills that I've maxed out with a party character.
Could just remove the cap on useless skills like Craft (mundane), Perform (Not Ritual), Profession (everything). For a NPC, could just break the rules and ignore caps. For PCs, could give them free, crappy feats (something we've done several times) so that you can your True Professional or whatever the unlimiter is called.
Good points.
I agree, it buggers skill focus, yet skill focus is pretty crap anyway except for those skills which you want to max (like fencing, as you mention and maybe sense motive).
They could surely be restricted by level instead?a number of spells that are restricted by level based on skill rank requirements.
I agree, it buggers skill focus, yet skill focus is pretty crap anyway except for those skills which you want to max (like fencing, as you mention and maybe sense motive).
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For simplicity's sake, we use Character Level +3 instead of class level as skill cap. It simply gets too complicated to track multiclassing characters' allowances otherwise. That also means that a Barb4 taking Thief1 can immediately pump Disable Device to 8 ranks if he so chooses. but most of all it simplifies bookkeeping.
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There is another: True professional, which allows for the same with profession and craft skills. This is in the Shadizar supplement.Stygian Devout wrote:Certain feats are restricted by skill ranks too - I searched high and lo for a feat or ability that would circumvent the level cap, but only found Religiously Driven, which only applies to the Knowledge: Mystery skills.
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Isn't already ruled as this in the book?! we always did that...Clovenhoof wrote:For simplicity's sake, we use Character Level +3 instead of class level as skill cap. It simply gets too complicated to track multiclassing characters' allowances otherwise. That also means that a Barb4 taking Thief1 can immediately pump Disable Device to 8 ranks if he so chooses. but most of all it simplifies bookkeeping.
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I'm also toying with the idea of doubling the point requirement for ranks above 10 except for Skill Focus skills. So to go from 10 to 12 skill ranks would require 4 points, unless you had the Skill Focus feat for the relevant skill.
This would make Skill Focus a damn sight more attractive than it currently is.
This in addition to removing the level cap, which I agree is for character level not class level.
This would make Skill Focus a damn sight more attractive than it currently is.
This in addition to removing the level cap, which I agree is for character level not class level.
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The late Unearthed Arcana introduced two alternative skill systems which would work well in Conan, and which simplify assignment of skill points to PCs and NPCs. The second one I used for my games to very good effects. They can be found here:
http://www.d20srd.org/srd/variant/build ... ystems.htm
http://www.d20srd.org/srd/variant/build ... ystems.htm
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Plus, bear in mind that you're the GM and cab do anything you want, and it it suits your campaign to allow NPCs to have better than lvl+3 ranks in skills, then so be it. Remember, NPCs are there as story facilitators, so they can pretty much be what you want them to be.
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Definitely the villlage smith may be 3rd level commoner, but with skill focus, a Masterwork Anvil, a Masterwork forge, and Masterwork tools he should be able to add three Masterwork bonuses for a total of +6 skill level.Sutek wrote:Plus, bear in mind that you're the GM and cab do anything you want, and it it suits your campaign to allow NPCs to have better than lvl+3 ranks in skills, then so be it. Remember, NPCs are there as story facilitators, so they can pretty much be what you want them to be.
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