Clovenhoof
Mongoose
Ah I get it. So in turn, if a Scholar multiclasses into Soldier, he wouldn't get any of the proficiencies? Well, that's a bummer. So I think you could say that either combination gets shafted equally.
More thoughts on the issue:
- Saga assumes and implements an all-or-nothing approach in all cases. You'd max out the skill or you don't take it at all. While that holds true for a number of skills (like Stealth, Perception), other skills suffice perfectly if you just "dip" into them, especially those with fixed DCs rather than opposed checks.
- Some skill usages would have to be rewritten, for example Feinting in combat. Normally you roll your Bluff check against the opponent's BAB-modified Sense Motive check. If you look at 10th-level fighter-types, a Bluff-trained attacker would have a skill check of 10 + aby whereas the Sense-Motive-untrained (!) defender would have 15 + aby. 20 + aby if he's trained. That basically makes feinting impossible. If you kick out the BAB modifier, untrained characters don't have much of a chance to defend against a feint. The original rule was to make sure that you don't just have to max out Bluff in order to ride anyone's ass in combat, but ensure balanced odds.
Similarly for Intimidate.
- Besides, I'm not in favour of the "everybody can do everything" approach in all cases. There is a reason why skills are split in class and cross-class. I don't see why, say, a Borderer should be any good at Forgery, or a Soldier should have a decent chance to decipher ancient scripts, _unless_ there is a special reason for that in their backgrounds (which in Conan is simulated by the freebie choice for Int-skillpoints - it enables you to pick up one or two extra skills, but not be good at ALL of them).
Maybe not giving the 1/2 level mod to cross-class skills would solve that.
More thoughts on the issue:
- Saga assumes and implements an all-or-nothing approach in all cases. You'd max out the skill or you don't take it at all. While that holds true for a number of skills (like Stealth, Perception), other skills suffice perfectly if you just "dip" into them, especially those with fixed DCs rather than opposed checks.
- Some skill usages would have to be rewritten, for example Feinting in combat. Normally you roll your Bluff check against the opponent's BAB-modified Sense Motive check. If you look at 10th-level fighter-types, a Bluff-trained attacker would have a skill check of 10 + aby whereas the Sense-Motive-untrained (!) defender would have 15 + aby. 20 + aby if he's trained. That basically makes feinting impossible. If you kick out the BAB modifier, untrained characters don't have much of a chance to defend against a feint. The original rule was to make sure that you don't just have to max out Bluff in order to ride anyone's ass in combat, but ensure balanced odds.
Similarly for Intimidate.
- Besides, I'm not in favour of the "everybody can do everything" approach in all cases. There is a reason why skills are split in class and cross-class. I don't see why, say, a Borderer should be any good at Forgery, or a Soldier should have a decent chance to decipher ancient scripts, _unless_ there is a special reason for that in their backgrounds (which in Conan is simulated by the freebie choice for Int-skillpoints - it enables you to pick up one or two extra skills, but not be good at ALL of them).
Maybe not giving the 1/2 level mod to cross-class skills would solve that.