| Turgin |
Hello.
I have a hopefully useful question: how were the total number of skill choices per class determined?
As in, a Rogue, gets 10. That's huge. I don't remember all the rest, but they were on average at best 5 for almost all the rest, and I think I saw some 3's. All these are before Intelligence Modifier.
Would the other Classes benefit from having 25/50/75 percent of the Rogue's 100 percent choice range? If not, why? If so, why?
Basically, how might this be addressed, as, considering the sheer range of options, the ability to spread out skills choices actually makes the Skills far more meaningful.
By focusing on perhaps one or maybe at most two Skills to be Signature, and the rest just get left alone, the Rogue is the skill-monkey of the party, and is arguably the only one with a broad enough Skill package after getting so many choices to spread around to pull their own weight.
I think the concept of the Skill system as presented thus far is for now sound enough to proceed with further playtesting. The TEML categories is new, and it would be better if a character can get more Skills to start and then if able, meaningful choices as they level up if they can spread all their Skill picks at maybe 25/50/75 percent of the Rogue, which is the 100 percent in this case.
Maybe using a sort of reverse HP system on Skills, or at least, as a general guideline, of the 25/50/75/100 percent for the classes might be best utilized as a 4/6/8/10 system, for example. Or, if need be, use the 3/6/9/12 if that works better.
Constructive Criticism, please.