DeadDMWalking
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What I like
I like that cross-class skills cost 1 skill point for 1 rank in the skill. I like that there is no multiplication of skill points at 1st level.
What I'm ambivalent about
+3 to 'class skills'. Down with +3s and up with +5s. Acutally, the whole level +3 is a little 'random'. Sure, I understand that the system started with a x4 at 1st level, and this keeps that up, but I just don't really care about it.
What I don't like
{restige Skills - I get a skill and it counts as a full rank for the purpose of the skill check, but not for qualifying for a prestige class? Sure, I understand trying to keep a class from qualifying earlier than necessary, but that's why every class should have a minimum of 8 ranks in a skill (or other restriction that keeps it to 5th level or above). To require 2 skills that aren't class skills for any 'core' classes doesn't consider the possibility of a non-core class. So, if a class had move silently and spellcraft as 'required' skills, that might work in the core rules, but you add a spell-thief and suddenly it doesn't. So, this is unnecessary since either there is an 8 skill rank requirement, and even if a 'straight fighter' or 'straight' something else could qualify for the class slightly earlier than in 3.5, I doubt it will break any games. Before making a needlessly complex rule like this, I'd like to see an example of a prestige class that requires this.
Classes that only get 2 skill points (+ Int). Even with combined skills, it was a joke in 3.5 and it is a joke now. If you want to make skills important in the game, you need to have characters that have skill points. If a Cleric has 4 ranks instead of 2, what do you get? Besides knowledge (religion) and Diplomacy, probably not much. I'd rather see them get Heal, and Knowledge (planes), and maybe Concentration... Maybe Spellcraft. Sure, they should have to make choices, but a few more skills will allow them to do things that are actually IMPORTANT. I've never known a cleric to take more ranks in Heal than are required for a Prestige Class since spells are more effective. That seems strange to me. A few more skill ranks and that might happen.
Some of the combinations. I won't dwell on it now, but keep it in mind. Really, the only things that REALLY need to be combined are the ones where you were rolling multiple skill checks in the same situation (hide/move silently) and (spot/listen). Any other skill combinations should be done carefully, based on whether they really make the game better. My personal preference - as above, but also keep Disable Device (disable device/open lock). Eliminate Knowledge (arcana) and put part of it in Knowledge (History) and part of it in Spellcraft. Eliminate Knowlege (nobility) and make it part of (local) and (history) (seriously - those skills need a boost anyway). Keep Concentration (this is a big one) but roll a few other skill uses into it (control shape, autohypnosis). I would be very reluctant to see any other combinations unless there was a very good reason for it in game.
What I propose
The one thing that I really did like about the Alpha, even though I didn't like the way it was done is that a class would learn a new skill periodically. I do like the idea of keeping all of your skills maxed, but every now and again finding you have enough skill points 'extra' to start learning a new skill.
So...
There is no multiplication of skills at 1st level. There is no bonus to class skills. Every class gets a certain number of skills at each level. Maximum Ranks = HD +5. Every class gets the Alpha 2 number of skills +4. All skills cost 1 point for 1 rank.
Example, a rogue gets 12 skills + Int modifier. A fighter gets 6 skills + Int modifier.
Effect - At low levels characters actually have fewer skill points than in 3.5. At higher levels they have more skill points at higher levels. If you max your ranks (meaning you have 2 more skill points than a 3.5 character could) you can still pick up an extra skill periodically.
Example - a 10th level fighter with Int 10 (non-human) would have 60 (6x10=60) skill points). At max ranks (10 HD +5=15) He could have 4 skills with max ranks. At 11th level he can keep all 4 skills maxed (4 skill points) and has 2 skill points to start a new skill.
Essentially, at 11th level he begins mastering a new skill. Take the same fighter at 20th level (6x20=120 skill points, max ranks =25) - he would have 4 skills at max ranks and the skill he started at 11th level would have 20 ranks.
Essentially you pick up new skills less frequently than in the Pathfinder Alpha 1, but you have to 'buy ranks' from the beginning, so there isn't the 'automatic pop'.
We've been playtesting this system, and it works very well. The real question is number of skill points based on how many skills are combined and how quickly you want to 'equal or exceed' 3.5 skill points.
If you would like any further clarification on this system, please let me know.