Good way to balance skill points to give "dumb fighters" a bone?


Homebrew and House Rules

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I have to say, after playing a Paladin with 1 skill rank a level, it sucks. The paladin is suppose to be a face with high Cha, but without skills to back it up, the Rogue or the Wizard would easily make better party faces.

I wanted to try and make some sort of homebrew that gave fighters, paladin, and the like of 2 + negative int score classes something to do outside of combat. I was thinking dividing skill points, classes would get Str and Dex skills (something the fighter would get a ton of) and other classes would get Int/Wis/Cha skill points, but that seems way too complicated and too much work.

So, I thought about what about changing the class feature. Every class gets an additional 2-4 "class only" skill points, that must be class skills. Additionally, class skill bonus of +3 doubles once 10 or more ranks are put into the skill and the bonus from score modifier is at least +1. Rogues would likely get 0 bonus skill points, High int characters would likely get 1-2, low int low base classes would get 4.

Would this unbalance the game too much, throwing fighters, paladins, and more a couple extra skill points, limited to their class skills?


Gestalt Fighter and Rogue. Give ALL the benefits of both classes, except a bonus 1 point of damage per hit per level in place of sneak attack [including the option to take archetypes available to one or the other, such as swapping out trapfinding if that's not appropriate to the concept. Treat this 'Damage Bonus' as sneak attack for purpose of archetypes.]

Name new class accordingly.


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To be honest, if you are dumber than the common man, I feel it's normal that you have a hard time to be a face. I mostly agree with the fact that martial classes tend to have a hard time being effective out of combat, but Int-dumping like that sure doesn't help.

That said, you may want to get a look at the Background Skills or Grouped Skills variants. You may be able to cook a variant of these variant to meet your needs.


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Eh, you'll be fine just boosting it to 4+int. I mean the barbarian has that after all.


Handing out more skill points is the easy answer. Ranks in each skill are capped by character level, so you aren't risking unbalancing anything. Worst case, you end up with more "roll-off" situations where multiple PCs have the same skill.


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SorrySleeping wrote:

I have to say, after playing a Paladin with 1 skill rank a level, it sucks. The paladin is suppose to be a face with high Cha, but without skills to back it up, the Rogue or the Wizard would easily make better party faces.

I wanted to try and make some sort of homebrew that gave fighters, paladin, and the like of 2 + negative int score classes something to do outside of combat. I was thinking dividing skill points, classes would get Str and Dex skills (something the fighter would get a ton of) and other classes would get Int/Wis/Cha skill points, but that seems way too complicated and too much work.

So, I thought about what about changing the class feature. Every class gets an additional 2-4 "class only" skill points, that must be class skills. Additionally, class skill bonus of +3 doubles once 10 or more ranks are put into the skill and the bonus from score modifier is at least +1. Rogues would likely get 0 bonus skill points, High int characters would likely get 1-2, low int low base classes would get 4.

Would this unbalance the game too much, throwing fighters, paladins, and more a couple extra skill points, limited to their class skills?

One easy solution is not giving them a negative int score.


RDM42 wrote:
One easy solution is not giving them a negative int score.

Agreed.

What's being ignored here is that a character with Int dumped has other scores increased. So giving them extra skills really is just giving them free increases to hit/damage/AC/HP.

Said another way, if the PC didn't dump Int, they'd have lower "other stuff" but would have normal skills. Giving more skills that get traded for more "other stuff" is giving the PC more "other stuff".

Where are the suggestions that Fighters and the like should just get higher attacks/damage/AC/HP? No. It gets reskinned into this old "not enough skills" argument.


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What makes the barbarian so special that he's allowed to have 4+int skill points while the fighter gets just 2+int then?

Silver Crusade

Coolness.

I really don't know why the Fighter got screwed on skill points, that's always bugged me.


Anguish wrote:
RDM42 wrote:
One easy solution is not giving them a negative int score.

Agreed.

What's being ignored here is that a character with Int dumped has other scores increased. So giving them extra skills really is just giving them free increases to hit/damage/AC/HP.

Said another way, if the PC didn't dump Int, they'd have lower "other stuff" but would have normal skills. Giving more skills that get traded for more "other stuff" is giving the PC more "other stuff".

Where are the suggestions that Fighters and the like should just get higher attacks/damage/AC/HP? No. It gets reskinned into this old "not enough skills" argument.

Except fighter higher attack/damage/AC/HP isn't the problem. Skill ranks spreads to any 2+ Int class that doesn't use int. Cleric, Paladin, Sorcerer, and Summoner all fall into the same pit fighter does. Why does the super ragey should be dumber than the fighter Barbarian get 4?

As for the negative int score, it'd be nice but point buy systems are a b##*&. I don't mind see the Wizard, Rogue, or Ranger being massively ahead over the Fighter, but having one skill point with 34 skills sucks a lot when you have a decent DM to actually tries to use the skills other than the normal perception/stealth/acrobatics.


Even in a point buy system there is absolutely no need for a negative int. You don't abslutely need an eighteen in your prime stat to have a competent charachter.


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4+int skill points baseline for every non-int based class (fighter, paladin, cleric, antipaladin, warpriest) is a really nice starting point and doesn't really require any fancy adjudication.


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Pathfinder Adventure Path Subscriber

Use the background skill options (or one of the others) in Unchained. At least you get extra skills to flush out backgrounds and more everyday type of skills.


Yeah, just use the Background Skill Points option, encourage your players to use their favored class bonus for skill points instead of hit points or [fill in the blank brokenness based upon niche race selections], or give Fighters, Paladins, Sorcerers, etc, in your campaigns 4 SP/lvl.
Boom done.

Really though negative INT should be penalizing. Afterall, I've never heard a player complain about how dumping their Constitution made their hit points suck, or dumping charisma made them bad face characters. Although I have heard complaints about how dumping strength made their carrying capacity suck... that problem is easily solved by bags of holding and darkleaf/mithral armor, so they usually don't gripe much after they find/buy one.

If you aren't the GM, not building stupid, unskilled fighters is pretty easy, even under point buy. Moreover even a stupid human fighter can get 3 skill points per level if they use their favored class bonus on it.


Favoured class bonus. 1 skill point per level. They built in a system to give people that option. Even for stupid characters


RDM42 wrote:
Even in a point buy system there is absolutely no need for a negative int. You don't abslutely need an eighteen in your prime stat to have a competent charachter.

Depending on your table and how they define competence you kind of do. Going from 16 to 18 strength is a 14% damage increase for a greatsword user below level 4 without magic weapons even ignoring the accuracy which's value depends on relative attack bonus and AC. It's a 10-11% boost from level 4 to 7 with a +1 or +2 weapon, which is still quite substantial.

And paladins can't dump charisma and can't really dump wisdom either if they're aiming for a face build unless there's some way to move sense motive to charisma that applies to non-bards.


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RDM42 wrote:
Even in a point buy system there is absolutely no need for a negative int. You don't abslutely need an eighteen in your prime stat to have a competent charachter.

I agree with this. Got a player with a dwarf skald and he's loving it. That's a 16 where an 20 would be. He's doing just fine with level ups and magic in later levels. But with a large focus on buffs it never mattered.


Best homebrew for low skill blues: give all PCs a +1 bonus to hit and damage. No really, hear me out.

The bonus will help all the PCs survive though the swingy low levels, and by 5th level or so will be, for the most part, obsolete, and it lets the Fighter drop his Str from 18 to 16 without losing any ground, which gives him enough points to raise his Int from a 7 to a 13. That's a 3 point swing!


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Quantum Steve wrote:

Best homebrew for low skill blues: give all PCs a +1 bonus to hit and damage. No really, hear me out.

The bonus will help all the PCs survive though the swingy low levels, and by 5th level or so will be, for the most part, obsolete, and it lets the Fighter drop his Str from 18 to 16 without losing any ground, which gives him enough points to raise his Int from a 7 to a 13. That's a 3 point swing!

I wish I believed for a second there's a single fighter player out there that would say "oh hooray a bonus to attack and damage! Now I can lower my strength!"


You should believe it, we certainly exist.


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I house rule all classes get 2 extra skill points than the rules indicate and I allow players to swap out class skills for other ones that become class skills for their character. Thus, a fighter can have Stealth or a good Perception check if they want.


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2+INT is really pretty poor game design. Its only purpose is a balancing factor on the Wizard, Arcanist, Magus, and Witch, to mitigate that they are getting a good half-dozen bonus skill ranks from their casting stat after a while.

On Paladins, Clerics, Fighters? I don't see the point of it. 4+INT should be the base if you're not an INT-based class. I think for fighters it's jut anotehr case of third edition massively overvaluing "you can hit things, why would you need to be good at literally anything else?" and Pathfinder keeping it because that's how grandpa did it.


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SorrySleeping wrote:

I have to say, after playing a Paladin with 1 skill rank a level, it sucks. The paladin is suppose to be a face with high Cha, but without skills to back it up, the Rogue or the Wizard would easily make better party faces.

1. Don't make stupid Paladins then.

2. If you're a Human, you get an automatic 2 minimum per level, 3 if you spend a favored bonus to do so, no matter how much of an idiot you make the character.


Cavall wrote:
Quantum Steve wrote:

Best homebrew for low skill blues: give all PCs a +1 bonus to hit and damage. No really, hear me out.

The bonus will help all the PCs survive though the swingy low levels, and by 5th level or so will be, for the most part, obsolete, and it lets the Fighter drop his Str from 18 to 16 without losing any ground, which gives him enough points to raise his Int from a 7 to a 13. That's a 3 point swing!

I wish I believed for a second there's a single fighter player out there that would say "oh hooray a bonus to attack and damage! Now I can lower my strength!"

That's usually true, but then they'd have no room to complain.

If a Player would rather have a marginal bonus to damage than 3 skill points per level, they didn't really want the skill points in the first place.


Quantum Steve wrote:

That's usually true, but then they'd have no room to complain.

If a Player would rather have a marginal bonus to damage than 3 skill points per level, they didn't really want the skill points in the first place.

Not really. They want the skill points, they just don't want it enough to give up combat potential because frankly the whole idea is kinda b$+@+##~ to begin with. It's a trap you're setting.


swoosh wrote:
Quantum Steve wrote:

That's usually true, but then they'd have no room to complain.

If a Player would rather have a marginal bonus to damage than 3 skill points per level, they didn't really want the skill points in the first place.

Not really. They want the skill points, they just don't want it enough to give up combat potential because frankly the whole idea is kinda b#*#+#$$ to begin with. It's a trap you're setting.

Some players *think* they want skill points, but if given the choice between skill points of something else, they'll pick something else every time.

Many posters are recommending giving classes with only 2 skill points per level an additional 2 skill points per level. I'm offering 3 additional skill points per level OR +1 to hit and damage.

My rule is more favorable to the player in every way conceivable, but still, some players won't choose to have more skill points. If the only way to get a player to choose something is to make it their only choice, they don't actually want it anyway.


Quantum Steve wrote:

Best homebrew for low skill blues: give all PCs a +1 bonus to hit and damage. No really, hear me out.

The bonus will help all the PCs survive though the swingy low levels, and by 5th level or so will be, for the most part, obsolete, and it lets the Fighter drop his Str from 18 to 16 without losing any ground, which gives him enough points to raise his Int from a 7 to a 13. That's a 3 point swing!

This is true only if your players are dropping their strength from 20 to 18 or 16 to 14. Strength contributes 1.5x to damage so dropping from 18 to 16 costs 1 attack 2 damage. It's also only true if your players are dumping intelligence all the way to 7. If you have 10 int you only gain 2 skill points. If you already have 13 int for eg. unsanctioned knowledge you only gain 1 skill point. If you're only buying a 16 because you're a +2 strength race and 18 is the sweet spot you also gain less. Just a single skill point if you were previously dumping int to 7. Also, it's only a solution if you're not tracking encumbrance. Carrying stuff is part of the BSF duty.

So, no. Your "solution" is not a solution except for the most extreme stat arrays. It's just an excuse to shift the blame for poor game design to the players.


Atarlost wrote:
Quantum Steve wrote:

Best homebrew for low skill blues: give all PCs a +1 bonus to hit and damage. No really, hear me out.

The bonus will help all the PCs survive though the swingy low levels, and by 5th level or so will be, for the most part, obsolete, and it lets the Fighter drop his Str from 18 to 16 without losing any ground, which gives him enough points to raise his Int from a 7 to a 13. That's a 3 point swing!

This is true only if your players are dropping their strength from 20 to 18 or 16 to 14. Strength contributes 1.5x to damage so dropping from 18 to 16 costs 1 attack 2 damage. It's also only true if your players are dumping intelligence all the way to 7. If you have 10 int you only gain 2 skill points. If you already have 13 int for eg. unsanctioned knowledge you only gain 1 skill point. If you're only buying a 16 because you're a +2 strength race and 18 is the sweet spot you also gain less. Just a single skill point if you were previously dumping int to 7. Also, it's only a solution if you're not tracking encumbrance. Carrying stuff is part of the BSF duty.

So, no. Your "solution" is not a solution except for the most extreme stat arrays. It's just an excuse to shift the blame for poor game design to the players.

Buying a 16 and using race bonus to get an 18 is by far the most common way to start with an 18. Which would give you the points to take that 7 Int to an 11, bringing you back to 2 skills.

OTOH, Strength only gives you 1.5x damage if you're going 2-handed, which is admittedly the most common and effective way to go.


Atarlost wrote:
Quantum Steve wrote:

Best homebrew for low skill blues: give all PCs a +1 bonus to hit and damage. No really, hear me out.

The bonus will help all the PCs survive though the swingy low levels, and by 5th level or so will be, for the most part, obsolete, and it lets the Fighter drop his Str from 18 to 16 without losing any ground, which gives him enough points to raise his Int from a 7 to a 13. That's a 3 point swing!

This is true only if your players are dropping their strength from 20 to 18 or 16 to 14. Strength contributes 1.5x to damage so dropping from 18 to 16 costs 1 attack 2 damage. It's also only true if your players are dumping intelligence all the way to 7. If you have 10 int you only gain 2 skill points. If you already have 13 int for eg. unsanctioned knowledge you only gain 1 skill point. If you're only buying a 16 because you're a +2 strength race and 18 is the sweet spot you also gain less. Just a single skill point if you were previously dumping int to 7. Also, it's only a solution if you're not tracking encumbrance. Carrying stuff is part of the BSF duty.

So, no. Your "solution" is not a solution except for the most extreme stat arrays. It's just an excuse to shift the blame for poor game design to the players.

If they didn't dump Int at all then they have 3 skill points per level with FCB, 4 if they're Human; that's enough skills for anyone.

If their highest stat is 16 then there's absolutely no reason for a PC to dump Int to a 7. 5 points from a 16 to a 14 brings an 8 (the lowest stat on the Elite Array) all the way up to 13.

Not only that, but a 13 with 2+INT/level yields 3 skill points, while a 7 with 4+INT/level yields only 2.

Post Script
Encumbrance, LOL. Yeah, Martials have 20 Str fot Carrying Capacity. That's why archers still keep 18-20 Str at level 1, ya know, for carrying capacity


thejeff wrote:

Buying a 16 and using race bonus to get an 18 is by far the most common way to start with an 18. Which would give you the points to take that 7 Int to an 11, bringing you back to 2 skills.

OTOH, Strength only gives you 1.5x damage if you're going 2-handed, which is admittedly the most common and effective way to go.

Dropping from a bought 16 (racial 18) to a bought 14 (racial 16) gets you to 11, but there's a 1 skill point/level minimum so that's only a 1 point gain. Losing 1 attack and 2 damage for 1 skill point is not a reasonable trade and I do not consider it a good faith proposal.


4+Int and background skills. I'm a bit less keen on giving 4+ to paladins, sorcerers and clerics because they're already better than fighters, but it won't do any harm.


Quantum Steve wrote:
I'm offering 3 additional skill points per level OR +1 to hit and damage.

No you aren't, you're telling players to invest more points in intellect. That's not offering anyone anything. My 14 int fighter gains zero skill points from your change because +1 to hit and damage isn't going to do anything to help me afford a PB bump to 16.

Also your math isn't even right, going from a 7 to a 13 only nets you two additional skill points, not three, as one skill point per level is the minimum.

Quote:
My rule is more favorable to the player in every way conceivable

Debatable. My fighter has no problem killing things, so while an extra point to hit and damage is helpful, it's not particularly meaningful at all and, again, does nothing to help the actual problem the thread is talking about.

Now admittedly if I were building a pure combat build with no interest in skills whatsoever I might take your change over another, but that seems to be the exact opposite of your intent.


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Giving fighters 4+ Int skill points seems like a better option than something more convoluted. It's simple, directed exactly where you want it, and easily implemented.

If you want fighters to have more skill points give fighters more skill points, giving them a +1 to hit/damage and hoping they buy less strength and more intelligence seems needlessly arcane.


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I do agree that 2+ for int casters anyways is fine. I've never once understood how wizards must study every day somehow get more skills than a sorcerer who's magic is innately in his blood.

And I also never got why we are somehow tied to 2 4 6 or 8 skill points. Like giving fighters 3 + int wouldn't break the world.


Even numbers would make it easier on the math, also an exception to the rule (only one class get 3+Int) would be absurd.

Also in 3rd Edition skills had a x4 modifier at level 1, so you could get a fair number of skills as long as you didnt dumb-stat into oblivion.

...and just because it suddenly reminded me of it, there was this fellow on the Old WotC forum that showed that a Fighter with minimal intelligence (13) could have decent enough Skill Modifiers in many skills by paying note to the fact that most skills have set Difficulty Checks and your Ability Modifiers (and any other modifiers you can get) can mean that your Skill Ranks have almost no need to be more than 10 at the very most (and if I recall his work well enough, he had most skills at around 3-5 Ranks and still could meet the DCs 9 out 10 times).

Honestly with the Class (Skill) Bonuses and the Skill Compression its much easier to do 'skilled' Fighter than before.

For example of the differences between the editions with 3 Skill Points you can put Ranks into:

Perception (Search, Spot, Listen)
Stealth (Move Silently, Hide)
Acrobatics (Jump, Tumble)

Even without the Class Bonus (traits can help there though) your aren't quite as unskilled as you may think...especially if your character isnt a complete frak-headed waste-of-space.

To through me hat in the pile I agree with the others: Don't make dumb (stereotyped) Fighters...if you don't want dumb (stereotyped) Fighters!


I usually use background skills and making 4+int skill points per level the minimum for non int based classes/archtypes.


Cavall wrote:

I do agree that 2+ for int casters anyways is fine. I've never once understood how wizards must study every day somehow get more skills than a sorcerer who's magic is innately in his blood.

That's not so hard, the wizard studies to get more spells, The sorcerer self-trains to keep himself from exploding. And given that wizards generally boost intelligence, they will have more skill points than most sorcerers.


AS a quick add-on regarding 3.5, not only was the 1st level x4 points, but Synergy bonuses of +2 to certain skills based on other skills having 5 or more ranks in a skill was also a nice boost as you could technically have 5 ranks in a skill by 2nd level (level +3 ranks in 3.5).


Background skills make for a nice option for all classes. Fighters don't need a bone. They have power attack and vital strike.


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Neither of which does the slightest thing for their ability to contribute to a roleplaying game. Now if this were a wargame? Sure battle power is all that would be required.

EDIT: wait a second... This is the homebrew forum, why are you attempting to discredit the need for the Topics anyway???


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In my group we just gave every class +2 skill points a level and the two background skills.

It has yet to be a problem for us. Mostly just gets used on hobbies, like Perform. Makes it much easier for my Samurai to write poetry and paint in his spare time.


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my favorite i've found

mdt wrote:

Halve the # of skill points each class get's per level. So, Fighters/Wizards get 1, Rogues get 4, Bards get 3, etc.

Grant everyone skill points equal to their stat bonuses that can only be spent on skills associated with that stat.
So, someone playing a fighter with the following stats :
Str : 16 (+3)
Dex : 14 (+2)
Con : 16 (+3)
Int : 10 (+0)
Wis : 12 (+1)
Cha : 8 (-1)
Would have the following skill points to distribute :
Class : 1
Str : 3
Dex : 2
Wis : 1
Cha : -1
So they'd be very good at physical stuff, not so good at mental, and awful at charisma things.
You were allowed to trade 2 of one stat skill points to get 1 of another (so 2 str's to get one cha for example) to indicate concentrating more on diplomacy than on climbing or swimming.
Finally, if you had a negative stat, and you wanted to spend points on it, you had to spend enough that level to 'overcome' the negative. So from our example, if you wanted to put a point into diplomacy, you had to put spend your class point (1) to negate the -1 charisma skill level, then trade in two attribute skill points (1 str/1 dex, 2 str, 1 dex/1 wis, etc) to get another Cha skill point.
This worked really well, it gave people more skill ranks overall, but it also meant they usually ended up with skill curves that fit their stats, those who were smart ended up with lots of INT based skills, those who were really strong but not so bright (18 str/8 int) usually ended up with lots of climb and swim and not so many Knowledge skill.
EDIT : Note class skill points were 'unaligned' and could be spent on any skill.


Here's a couple of my house rules aimed at making the Fighter more competitive (as well as just generally being QoL improvements: )

Houserule Excerpt wrote:

Skills:

Acrobatics: Jump is no longer a feature of Acrobatics; instead, Jump is now part of the new skill, Athletics. Fly is now part of Acrobatics.

Athletics (Str): Climb and Swim are now part of this new skill. The Jump rules are also now part of Athletics.

Climb: No longer a skill: see Athletics.

Fly: No longer a skill: see Acrobatics.

Swim: No longer a skill: see Athletics.

Class Changes:

Fighter:

Fighters receive 4 + Intelligence modifier skill points per level rather than 2 + Intelligence modifier.

Add Acrobatics, Bluff, Escape Artist, Heal, Knowledge (Local), Knowledge (Nobility), Perception, and Sense Motive to the list of fighter class skills.

Will is a favored save for Fighters, along with Fortitude.

At 10th level, Fighters gain the following ability:

Mettle (Ex): At 10th level, a fighter can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. A helpless fighter does not gain the benefit of the mettle ability.

Many might consider throwing Mettle (from the 3.5 Crusader) a bit over the top, but even ignoring all that, if you just look at the skills...

Why is it that a trained fighter can't feint? Many fighters are/were highly trained soldiers or city guards, shouldn't perception be their bread and butter? Wouldn't a guard be potentially good at sniffing out a lie?

The real winner for us has been Athletics (stolen from 4E.) Athletics is such a great skill for martials. Climb, Jump, and Swim are usually - let's be honest - last picks, except on maybe a couple gimmicky builds that rely on them. Throwing them all together has just been really *nice*.


Playing a "dumb" fighter is player choice. It is trivial to get 6-8 skill points/level on a fighter, starting at first level.


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Snowlilly wrote:
Playing a "dumb" fighter is player choice. It is trivial to get 6-8 skill points/level on a fighter, starting at first level.

By "trivial", you mean being human, using your fcb for skills, being a Lore Warden and/or buying up Int, right?

All of which are either limiting or cut directly against doing your primary job as a fighter.

It's far more trivial in nearly every other class - those where it isn't have spells to bypass much of the need for skills.


Snowlilly wrote:
Playing a "dumb" fighter is player choice. It is trivial to get 6-8 skill points/level on a fighter, starting at first level.

A hefty investment which cuts more than 20% of battle power is not trivial.


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Atarlost wrote:
Dropping from a bought 16 (racial 18) to a bought 14 (racial 16) gets you to 11, but there's a 1 skill point/level minimum so that's only a 1 point gain. Losing 1 attack and 2 damage for 1 skill point is not a reasonable trade and I do not consider it a good faith proposal.

You left out the +2 bonus to all INT skills, which far exceeds the penalty of -1 to the two STR skills. It's a lot more than 1 skill point per level.

thejeff wrote:

By "trivial", you mean being human, using your fcb for skills, being a Lore Warden and/or buying up Int, right?

S: 17 D: 14 C: 14 I: 14 W: 12 Ch: 7 (20 pt human fighter)

S: 18 D: 12 C: 14 I: 14 W: 12 Ch: 7 (20 pt human fighter)

This is a decent strength fighter with quite a few skill points. If the above character is a Lore Warden Fighter, that's up to 8 skill points per level potential. And it doesn't lose that much in the way of martial prowess.

Dropping INT to 7 is definitely a choice. Paladins have a far harsher time of it than fighters due to needing CHA.

S: 16 D: 12 C: 13 I: 14 W: 10 Ch: 14 (20 pt human paladin)

Up to 6 skill points on a paladin is still quite surviveable and able to do its thing. It does have to sacrifice some things for having skills, but it can be done and still leave a very workable character.


thejeff wrote:
All of which are either limiting or cut directly against doing your primary job as a fighter.

It has never limited my fighters in combat. Quite the opposite, I remain effective in combat while contributing out of combat. If anything, my group accuses him of being overpowered.

The character is question is a Lore Warden 6 / Trapper 2 using archery. He is both the party scout and, obviously, trapper. His knowledge skills are respectable and frequently come in handy. Social skills are high enough that he does not feel an urge to go silent when the talking starts.

If you are stressing over the FCB, take Fast Learner or Toughness, or both.

The skill points are there. If a player makes the choice to not take them, they have zero sympathy from me. They chose to minimize their skills while maximizing combat, they can live with their choice.


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But why should it be that choice? Why should someone need a specific race, archetype and class options just to break even? That's dumb, and giving fighters 4+int baseline doesn't hurt either end of the spectrum.


Squiggit wrote:
But why should it be that choice? Why should someone need a specific race, archetype and class options just to break even? That's dumb, and giving fighters 4+int baseline doesn't hurt either end of the spectrum.

Curious... what do you define as "break even"? If you clarify that, I might be able to come up with an example of how to do it with other options.

Certain race, archetype and class options are better than others for skills. They aren't required, but you do get better results with more skill inclined choices.

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