Giving the Wizard More Skills


3.5/d20/OGL


I've been considering this for awhile now and wanted to get some other perspectives. The Wizard spends his whole life studying and focuses on knowledge but said Wizard only gets a measley 2+Int modifier skill points at each level. I was wondering if it would unbalance things to give them 4+Int modifier, mabye even 6+Int modifier skill points per level in addition to adding a few more skills to their list. Is there any reason that I shouldn't do this? Would it unbalance the game?


Well, I guess you could look at it two ways. Wizards probably only get 2+Int. because a Wizard's Int. is most likely going to be much higher than other classes, the creators may have taken that into consideration when designing the class. However, much like hd, I could stand to see a raise in skill points for the class, (more power ha ha haaaaa!) especially in the lower levels. Perhaps a 4+Int. until a certain level, about the time the wizard has managed to bump the abiliy via headbands and such.
Buuut, that's just me, now I'll go cringe in the corner and wait for the big boys to come out and play.


I say go for it. I've been considering doing the same thing in my game.


The Wizard is a Book-learner.

If you increase his skills; I'd say give him 2 extra points per level he can only spend to bump his Knowledge skills.

That sounds pretty Wizardly.


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I don't find wizards as starved for skill points as other primary spellcasters, thanks to their high Int bonus; clerics and sorcerers, especially if they aren't human, are the ones who get shafted on skills (druids are a little better, but they also have more skill demands). I look at it as the classes concentrating in spellcasting, not general skills/knowledge. Granted, the Loremaster has 4 + Int, but it's a prestige class.

A Book Learner feat would probably be a good addition: all knowledge skills are class skills for this character, regardless of class; gain +1 Skill Point each level from when this feat is selected to be used on knowledge skills only (+4 at 1st level if taken as a 1st level character).

Going off on a tangent, a similar Able Crafter feat should also be an option: +1 Skill Point each level from when this feat is selected to be used on craft skills only (+4 at 1st level if taken as a 1st level character). This would counteract my biggest nitpick with a dwarf cleric of Moradin: a cleric of a smith god should be good at smithing without needing a 14+ Int (Concentration, Knowledge (Religion) are must haves and ranks in Heal and/or Spellcraft are also pretty damn important).


I don't see any harm in increasing the skill points to 4 per level. 6 is probably pushing it. Likewise, adding some more skills to the list won't do any harm, as long as you don't do something crazy like adding Tumble or Use Magic Device. (Those two skills seem to be a little more powerful than others.)

One other thing I have considered, which is relevant here, is removing the minimum Int score required for casting levels of spells (and the same for Clerics, Sorcerers, and other casters). It doesn't seem to be a particularly useful restriction (although it does make sense), since most Wizards will want as high an Int as possible anyway, but it does open up a few more character options because now not every Wizard will _have_ to max his Int, no more than every Fighter _has_ to max his Str.


Heres what I'm thinking: The wizard gets 2+Int modifier skill points but when then spend a point in a Knowledge skill that point gets them two ranks instead of the standard one. This would reflect their book learning and give them more skill points. I might add a few skills to their skill list as well.


I think it would be simpler just to bump the skills/level to 4, maybe add another skill or two (I would love to see Gather Information on their list; doing just that is very important for them, and it kinda lends creedence to the "mysterious figure in the tavern" cliche), but that's about it.

While the concept seems a little strange to me (they already "double-dip" to an extent due to having the highest Intelligence scores in the game), I highly doubt it would be unbalanced. In fact, bards and wizards are the two classes expected to know stuff. Expanding their skill points may well encourage more skills in Knowledge areas (I know that's what I'd do), thus increasing the likelihood that a wizard will have a particular Knowledge skill and be able to get the pertinant information it provides in any given adventure/encounter. Afterall, why put in lore knowable with a Knowledge check if the party isn't intended/capable of finding it?

Besides, wizards aren't known for their massive skill-point allocations, and increasing what they get isn't suddenly going to change that. As stated above, all it will mean is them making more Knowledge checks, in all likelihood, which doesn't change a thing about the game.

I probably wouldn't make such a change in my game, just because I don't really see a need for it and try to avoid houserules when possibile. However, where a skill point boost is really needed, as stated above by another poster, is with clerics! They have too many skills that are important to them, and too few skill points to have good ranks in all of them. No other class really has to pick and choose between what skills off their class list they're going to have (besides rogues and rangers, but, well... that's kinda their "thing").

Clerics are book-learners, too, but don't get the benefit of a high Intelligence like a wizard does.

Sorcerers don't really seem to have that big of a problem with skills. They only get 2 + Int per level and don't have a high Int as a general rule, but their list isn't all that large. Raising their allotment to 4 + Int per level seems to be in line with the philosophy behind the desire to give them a d6 HD and the fact that they have proficiency with all simple weapons. That means 2 more skill points per level, and I would then expand their list to include at least Diplomacy, perhaps also Gather Information and/or Intimidate. They've got the Charisma, let them use it!


Okay, here is my take on what a modified Wizard skill list should look like.
Skill Points: 4+Int modifier(x4 at the first level)
Skills: Appraise, Concentration, Craft, Decipher Script, Gather Information, Knowledge (all), Proffession, Spellcraft


I'm sure the rationale behind the 2+Int skill points was the not entirely warranted assumption that all wizards will get most of their skill points from having a high intelligence.

Since wizards are archetypal scholars and have a fairly extensive list of class skills, I don't think that increasing their skill points to 4+Int would be inappropriate, nor unbalancing.


Arctaris wrote:


Skills: Appraise, Concentration, Craft, Decipher Script, Gather Information, Knowledge (all), Proffession, Spellcraft

I'm not sure that Gather Information, in it's strictest interpretation, is appropriate as a wizard class skill. As written it is intended as a social interaction skill - chatting people up in bars, which is more the rogue/bard/sorceror's bailiwick.

I suspect you included it to reflect research, which isn't really represented in the PH. I believe there is a research skill in the Eberron Campaign sourcebook, but you could just as easily create a research version of Gather Information, by making it Int based and requiring access to a library or some other repository of information. Time required to make a skil check should be about the same. While the rogue is bar-hopping and buying people drinks all afternoon, the wizard can be sequestered in a library studying dusty old books.

Liberty's Edge

Sean Robson wrote:
Arctaris wrote:


Skills: Appraise, Concentration, Craft, Decipher Script, Gather Information, Knowledge (all), Proffession, Spellcraft
I suspect you included it to reflect research, which isn't really represented in the PH. I believe there is a research skill in the Eberron Campaign sourcebook, but you could just as easily create a research version of Gather Information, by making it Int based and requiring access to a library or some other repository of information. Time required to make a skil check should be about the same. While the rogue is bar-hopping and buying people drinks all afternoon, the wizard can be sequestered in a library studying dusty old books.

I tend to think of what you're describing as being able to have a circumstance bonus or daily attempts for a certain Knowledge(whatever) roll if you have access to a relevant library or stockpile of knowledge. I keep thinking of Gandalf going to the archives of Minas Tirith in Fellowship of the Ring (film). And for the record, I think a little bump in skill points for wizards is fine also :)


Some unearthed arcana style variant Wizards would be a neat house rule at the table, say trading spell focus feats at certain levels for better skill points and selections.

I just thought I would mention however, if you look at the DM's guide at the NPC class prebuilds Wizards get more skill points then all the other classes later on in levels. Assuming of course they get items that boost Int, and really why wouldn't they get a chance to find/buy/craft something like that.

I can understand why people don't like the slow build up the class has though. I've never personally had a character above level 5. :P


John Incognito wrote:
Assuming of course they get items that boost Int, and really why wouldn't they get a chance to find/buy/craft something like that.

Just thought I'd point out that items granting an Int boost (such as a headband of intellect) do not grant skill points... and thank god for that. It's hard enough calculating the skill points and ranks of replacement characters coming in above 1st level. Imagine trying to figure out skill points with and without the headband, and all other wierd, wonky nastiness that would come with that.


Arctaris wrote:
The Wizard spends his whole life studying and focuses on knowledge but said Wizard only gets a measley 2+Int modifier skill points at each level. I was wondering if it would unbalance things to give them 4+Int modifier, mabye even 6+Int modifier skill points per level in addition to adding a few more skills to their list. Is there any reason that I shouldn't do this? Would it unbalance the game?

Do not do this.

The wizard gets so few Skill Points because he spends so much of his time studying magic and not mundane lore (he's not a Bard, after all).

Actually, the class that spends years reading books and absorbing lore (or gaining hands-on knowledge of a craft) is the NPC Expert class to which sages belong, with its 6 skill points per level and 10 Classes skills that you choose. This is really what you're thinking of, not a PC Wizard.

The Wizard gets spells for his years of study, and his 2 skill points are for the other stuff he picks up in his (very limited) spare time (after all, young apprentices are sweeping out the master's lab, not reading books, particularly mundane ones).

Arguments about Intelligence are misguided. It doesn't matter that he's a Wizard "so it balances". I generally play intelligent Fighters, Rangers, Wizards or whatever, and getting the bonus skill points is a big reason.

If he's intelligent then he'll learn more and learn it faster class aside, but so would anyone else.

FWIW,

Rez

Dark Archive RPG Superstar 2013 Top 32

I agree with Rezdave. Wizards have a very focused field of study and their limited selection of in-class skills and skill points makes certain that the archetypal wizard has a vast array of knowledge at hand (through the various knowledge skills) without necessarily being an extraordinarily diverse individual. Since Intelligence is the be-all-end-all of stats for wizards, it will almost certainly be the highest score the character has and this serves to provide additional skill points to make up for the base 2 skill points the class receives.

If wizards were given a wider array of skills (especially including such social skills as Diplomacy or Gather Information) there would be virtually no need for bards at all. If it ain't broke, don't fix it.

My $0.02. (And I'm a wizard loyalist!)


well; I think it would unbalance things; what I do is have players spend all their points to create their characters; then I get a copy of their character sheets; since I know the area each character is from; I give them bonus skill applicable to their background, i do this for each character regardless of class and it amounts to about 10 points of skills; I do not give a player 10 points to spend; I give a player, like say the mage in question, 2 points of 4 specific knowledges and maybe a language; if the player already has those; then they just add; if they dont; then they have what i give them. I consider these as background development points or everyman skills for their social class and standing in whatever background they experienced growing up.

if you just give wizards some more skill points you are cheating everyone else.


Valegrim wrote:
I give them bonus skill applicable to their background, i do this for each character regardless of class and it amounts to about 10 points of skills

Currently my party consists of 14th level PC adventurers, but they also have 2 levels of Expert they have earned during periods of extended downtime (about 200xp/month plus bonuses for DTRP).

I do not treat them as 16th level characters and balance them against CR 14 opponents, but let them have the extra HP, Skill points and Will save for free.

Rather than give away free skill points, give them a "phantom-level" in an NPC class to represent their background and non-adventuring life as a blacksmith or whatever. Expert is the best simply for Skill points and Will save, but they could also be raised as Commoners, Warriors or even Aristocrats. Perhaps even a Fighter/Adept with a trick or two up his sleeve could be interesting.

FWIW,

Rez


I have a house rule for just about everything.

I give all races two more skillpoints a level. Humans get four.

All knowledge skills cost half.
Casters who get spells from first level get spellcraft and Knowledge-arcane or knowledge-religion for free, maxed.

Bards and Druids get survival and knowledge-nature free, maxed.

Warriors of all kinds get spot and listen as class skills.

All characters who are not affected by the free skills above may choose a craft, perform or profession for free.

Bards get perform free.

Rogues get a bonus feat every four levels to compensate for the devalued skill base.

I do this so that characters are more versatile and fun to play. Choosing a skill for background flavour or character detail seemed to be a waste in the old system.

I give monsters and npcs a few extra skills too.

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