Glavin |
There are 2 simple answers to the question.
The First is that bonus skills based on high Intelligence goes all the way back to 1e. It's been in the game that way for a long time. So tradition is one answer.
The second, and better answer, is that basing any bonus skill points on a single ability modifier is the easiest solution. You have one number to concern yourself with. You don't have to create rules that handle averages of ability mods and fractions and so on and so forth.
The second answer is certainly not the most realistic system that designers can come up with if they desire, but it does nicely bridge the gap between "realistic" and "simple, easy to sue game mechanic."
Besides, in a game where we pretend to be elves fighting dragons with magic, how things work in reality becomes kind of secondary.
-Skeld
I can agree both of these points are true.
A) It's always been that way.B) It's the simplest solution.
I would prefer a solution involving more than just intelligence and the associated characteristic. There are plenty of "skills" that are based on reflex training and muscle conditioning that have nothing to do with what most people consider intelligence. Think of a cowboy or farmer - there are a large number of skills one would pick up and get proficient at that don't require a lot of brains (riding, roping, climbing, animal handling, etc.) I see no reason why a more "intelligent" person would be able to become better more easily at these skills than some one who has a higher dexterity, strength and charisma.
I think the root of my problem is probably in the inherent unbalanced nature of the game at higher levels. In order to make adventures tough for higher level characters the DC to accomplish a task can get very high (30+). This doesn't always make sense given the nature of a task (for example disabling a trap or swimming across a river). As a result some characters with a high intelligence and a specialization in that skill have an easy time and the other characters will fail. For example sorcerers should be loaded with skills based on their high charisma but may be hampered because they have a low intelligence. The issue is that the charisma bonus is a fixed constant value while the number of skill points applied can increase much more rapidly.