| Chidgey |
The Alpha Skill system is far too front loaded. The class you take at 1st level is far too important. If you get rid of ranks so that the number of skill points you get at each level is irrelevant to your class then the number you get at first level also has to be irrelevant.
The following system removes this problem but as with all these no-rank skill systems, it isn't compatible with 3.5 but rather possible to convert 3.5 to it. This probably rewards massive multi-classing too much as well and may well need someone to come up with some restraints to add to it, maybe just making the bonus skill reward be based on class level instead of character level.
Untrained* (rank 0): 1d20 + Ability mod.
Trained (rank 1) 1d20 + Ability mod + 0.5x(character level +3).
Expert (rank 2) 1d20 + Ability mod + 1x(character level +3).
Master** (rank 3): 1d20 + Ability mod + 1.5x(character level +3).
*Some skill uses can't be attempted untrained.
**Mastery requires a feat to raise a single skill from expert to master. Feat can be taken multiple times.
A character starts untrained in all skills apart from their class skills in which they gain a non-stacking +1 rank bonus (so all class-skills start out trained before you spend any points, that's +0.5x(CL+3) ). When you multi-class new class skills also get this 1 rank step bonus, but if you get the same class skill multiple times you only get the bonus once.
All characters regardless of their class then get 4 + int mod skill choices at first level and gain an additional skill choice at 2nd level and every 2 levels thereafter. These can be spent on any skills (including cross-class skills) to raise them one rank step. You can add a choice to Rogue Talent class feature allowing them one additional skill choice.
Reduce the class skills lists to just core abilities, others can still be bought as needed.
Rogue class skills: Appraise, Climb, Deception, Disable Device, Disguise, Escape Artist, Knowledge (engineering, local), Perception, Stealth, Theft, Use Magical Device.
Fighter class skills: Craft (weaponsmithing, armoursmithing), Handle Animal, Intimidate, Knowledge (dungeoneering), Perception, Ride, Swim.
Wizard class skills: Appraise, Craft (alchemy), Fly, Knowledge (arcana, planes), Linguistics, Spellcraft.
Cleric class skills: Diplomacy, Heal, Knowledge (planes, planes), Linguistics, Spellcraft.
Ranger class skills: Climb, Craft (bowmaking), Handle Animal, Knowledge (geography, nature), Perception, Ride, Stealth, Survival, Swim.
Paladin class skills: Diplomacy, Heal, Knowledge (nobility, religion), Ride.
Some skills were merged because of the skill rank system and their not being enough points to go around so people always bought the best skills, with this system you should consider not merging some of the non-rogue skills. Use Rope, and Jump in particular might work in this system.
| Chidgey |
To totally eliminate front loaded class choice you also need to fix the change previous made for starting hit points.
Instead of having a character's first class HD maximised instead, give all characters a racial Hit Dice (between d4 and d10) that they get at first level (or if they have no levels).
Starting PC's can have their racial HD maximised and roll their class HD (including first level). NPC's can roll or average everything.
Using your values from the alpha; Frail 4, Normal 6, Sturdy 8.
A first level elven wizard would have 4+1d4+con mod, where as a dwarven wizard would have 8+1d4+con mod. I would be inclinded to make that frail 6, normal 8, sturdy 10 to give everyone more survivability than standard 3.5.
With this in place and the skill changes from above you can totally eliminate the importance of class order when building characters and npcs, making the process alot simpler.
Also using this hitpoint system you can make npc such as a peasent without any class levels and easily work out their hitpoints (roll or max racial HD) and skills (a number less than 4+int, say just int) while remaining inside the rules.
grrtigger
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With this in place and the skill changes from above you can totally eliminate the importance of class order when building characters and npcs, making the process alot simpler.
( emphasis mine )
I'd love to see something worked out to address this. It's not a major issue for me, but it is a meta-game factor that definitely influences how characters are built. Ideally I'd get the same Fighter/Rogue whether I started as Fighter or Rogue, all other things being equal.
grrtigger
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Like we didn't allready have a couple of threads on this...
Look, there's one of them now!