| Jon Shelky |
| 2 people marked this as a favorite. |
I'm trying to understand why the two classes whom by general description would have the most book learning get the fewest skill points. I would understand if they got say 2 general skills plus 3 slots only usable for knowledge skills or something along that line as having them with a bunch of physical skills doesn't really fit, but the flat 2 is just bothering me.
And before anyone says they get less because their stat will make up for it, if that's the case shouldn't fighters take a penalty to combat and bards to social skills for the same reason?
| shroudb |
| 4 people marked this as a favorite. |
Alchemists get 3 skill ranks + INT, it was erratad in a post in the General Discussion.
Wizards get 2 + INT because they have the highest INTs out there. They usually have 5 or 6 trained skills – meanwhile, say, a Fighter, with 3 + INT, has 3 or 4.
Yes and no though.
Int is being relegated to THE dump stat.
Everyone without a reason to raise int gains bonus starting skills.
Meanwhile
No one not focused on Cha gains bonus RP
No one not focused on str gains bonus bulk
You don't get bonus perception if your class doesn't want wis
Etc
That's plainly bad.
I agree that some specific classes, mainly non casters, need extra skills for exploration.
BUT:
0 reasons why clerics, druids, sorcs etc gain "free skills"
If they want skills, the ability boosts systems is generous enough that they can invest to Int like a wizard that wants a bit of perception and will saves HAS to invest in wis.
| Bardarok |
No one not focused on Cha gains bonus RP
Alchemists do
No one not focused on str gains bonus bulk
Not bulk but rogues get to eliminate the need for Str with Dex to damage.
You don't get bonus perception if your class doesn't want wis
None of the wisdom based classes start off with expert perception.
This isn't an outlier in terms of game design.
| MaxAstro |
To my mind, wizards don't make sense as "skilled" classes, anyway.
Knowledgeable, sure - so give them bonuses to knowledge checks. But rogues and bards are expected to be sneaky, charismatic, quick-fingered, acrobatic, duplicitous, AND knowledgeable, while wizards are really only expected to be knowledgeable.
Paizo's methodology - which I agree with - seems to be to give high skills to the classes that are expected to have a broad area of competence, while the classes that are focused on a specific thing tend to have lower skills.
| shroudb |
| 1 person marked this as a favorite. |
shroudb wrote:No one not focused on Cha gains bonus RPAlchemists do
shroudb wrote:No one not focused on str gains bonus bulkNot bulk but rogues get to eliminate the need for Str with Dex to damage.
shroudb wrote:You don't get bonus perception if your class doesn't want wisNone of the wisdom based classes start off with expert perception.
This isn't an outlier in terms of game design.
Alchemists have LESS RP than other classes if they want to be alchemist, that's not a bonus, that's a malus.
You didn't get what I was talking about Wis :
Wis based classes get bonus skills
Int based classes don't get bonus perception.
BTW, expert perception is garbage compared to main Wis.
So a cleric with 10 int/18 wis has +3 skills +4 perc +4 will
A wizard with 10wis/18 int has +4 skills +0 perc +0 will
Etc
If you're being obtuse deliberately, fine, but it's clear that Int is THE dump stat of 2nd edition.
If your class is not using it for class things there's almost 0 reasons to raise it.
Especially comparing it to Wis that still gives you tons of stuff
Again:
Cletics, druids and sorcs need to have 2+int skills, Or wizards need bonus perception to keep it even.
What rogue has to do with anything.
The thread was about main int classes. Rogue has no need for int. He has more than enough skills and his most important ones are keyed off dex, Cha, wis,
| PossibleCabbage |
| 1 person marked this as a favorite. |
As more and more skill feats get printed, the number of attractive options which require you to be master or higher is going to increase significantly. I figure this places the bottleneck more on "which skills are signature skills" and "non-rogues only get 9 skill increases" than on starting skills.
For a number of non-rogues, the difference between "starting at 3 trained skills" and "starting at 6 trained skills" is that the former will end up legendary at 2-3 things and largely hopeless at everything else, and the latter will end up legendary at 2-3 things and competent at a few others."
| kaid |
| 3 people marked this as a favorite. |
They did errata alchemists to 3+ int I think originally those and wizards were set to 2 because they were going to be stacking int due to class demands.
Still I think wizards probably should get boosted to 3 as well they won't have the skill points to really attain high levels of skill with more than 2-3 things regardless.
One interesting thing though is even untrained as you progress in levels stops being that huge of a deal. You can still reasonably succeed at just about any normal non speciality type check. Trained unlocks some extra options for how to use skills which is nice. Beyond that it really only seems to matter a lot if you are trying to go for some speciality feat or you really want that extra +1 +2 to succeed.
| Bardarok |
I get what your saying and I think Int probably needs a bit of a boost maybe add more signature skills or something, but your statement that classes don't get class features that counterbalance their expected low stats is just wrong.
Clerics Need Wis and Cha, and likely Str or Dex and Con, Int will be the least important stat for them and they will most likely leave it at 10. They get more skills to compensate for that.
Wizards are not designed to be a combat class so they don't need Str/Dex/Con as much so a wizard is more likely to have 12 or 14 wis than a cleric is likely to have 12 or 14 intelligence and the class design accounts for that.
It's not perfect, I think Int still needs buffed overall and giving wizards 3+Int skills seems like a reasonable boost but this isn't an abnormal design principle and it is present throughout the system.
| Actarus |
| 2 people marked this as a favorite. |
Alchemists get 3 skill ranks + INT, it was erratad in a post in the General Discussion.
Wizards get 2 + INT because they have the highest INTs out there. They usually have 5 or 6 trained skills – meanwhile, say, a Fighter, with 3 + INT, has 3 or 4.
Yes, but Sorcerer get 5 skill ranks + INT so they will have same or more skill ranks than Wizards, so 3 + INT must be the rule
| shroudb |
shroudb wrote:I get what your saying and I think Int probably needs a bit of a boost maybe add more signature skills or something, but your statement that classes don't get class features that counterbalance their expected low stats is just wrong.
Clerics Need Wis and Cha, and likely Str or Dex and Con, Int will be the least important stat for them and they will most likely leave it at 10. They get more skills to compensate for that.
Wizards are not designed to be a combat class so they don't need Str/Dex/Con as much so a wizard is more likely to have 12 or 14 wis than a cleric is likely to have 12 or 14 intelligence and the class design accounts for that.
It's not perfect, I think Int still needs buffed overall and giving wizards 3+Int skills seems like a reasonable boost but this isn't an abnormal design principle and it is present throughout the system.
for starters, everyone needs con.
Wizards also need more Cha than fighers since their "weapons" (staffs) need investment AND they need multiple of them AND they need RP to use them.
Similary, Clerics have much less need for Dex compared to Wizards. Wizards will generally be unarmored, or light armored, as oppossed to medium/heavy armored clerics.
So, wizards need
Int, con, dex, some cha
Clerics need
Wis, con, cha, some str (melee clerics need more str but need less wis)
Both the above exlude one or the other class to "dip" into the opposite stat (wis for wizards, int for clerics) but the loss for the wizard is much more prominent compared to the loss for the cleric. Again, 18 int wizards starts with ONE more skill than the 10 Int cleric...
1 extra trained skill won't really make any difference.
Int needs something of it's own.
something that is equally as powerful as Initiative, will saves and perception is for Wis.
Really, just compare:
One stat at 18 gives: +4 Will saves, +4 Perception, +4 Initiative
Other stat at 18 gives 1 extra trained skill.
Giving a lot of signature skills also wont make that much of a difference, since both classes really only gain 9 skill ranks in total.
Giving Skills ranks/level on the other hand may be a bit too much, inless they space it, but then it diverges from the general +1bonus per +1 modifier.
I made athread with suggestions, my favorite one being:
Allow Int to replace every Recall Knowledge roll if it's higher than the relevant stat+ allowing Int to replace Perception for Initiative (thinks faster= acts faster) when it's higher total modifier.
Also, some skills make no sense to still be Wis based, like medicine (a science)
| shroudb |
To my mind, wizards don't make sense as "skilled" classes, anyway.
Knowledgeable, sure - so give them bonuses to knowledge checks. But rogues and bards are expected to be sneaky, charismatic, quick-fingered, acrobatic, duplicitous, AND knowledgeable, while wizards are really only expected to be knowledgeable.
Paizo's methodology - which I agree with - seems to be to give high skills to the classes that are expected to have a broad area of competence, while the classes that are focused on a specific thing tend to have lower skills.
clerics have 5 starting skills.
so that makes no sense using your logic.
usually clergy is only skilled at their religion and nothing else.
I agree that classes like the rogue, the bard, the alchemist, the ranger and the fighter to have more skills, the rest of the classes should all have the same starting line, 2 or 3
Hell, we can even homogenize it:
give rogue the same as he has right now
give Bard, Alchemist, Ranger, Fighter 4+int
give all the others 2+int
| Crayon |
Is this actually a problem people have encountered? While I haven't had a chance to play and only GMed a single-session it seemed that, if anything, Characters tended to have too many Trained Skills and quickly exhausted those that made sense for a character to have and just started stuffing them into any old random Skill for the heck of it.
| Pandora's |
| 2 people marked this as a favorite. |
Characters tended to have too many Trained Skills and quickly exhausted those that made sense for a character to have and just started stuffing them into any old random Skill for the heck of it.
This is a playstyle thing for sure, but some of us don't think that only certain skills make sense for any class. In my current campaign, one of my players is playing a stealth mage and loving it. I love playing extroverted party face characters regardless of my class. These options shouldn't be denied us because it doesn't fit into the tropiest stereotypes.
| Pandora's |
| 3 people marked this as a favorite. |
I think spellcasters getting so many trained skills is the problem here. Clerics get 5 base ranks, Bards get 7, and Sorcerers (who can use the same spell list as wizards, so a better spell list can't be the balancing factor for why Wizards get fewer) get 5. Fighters, monks, and barbarians all get 3. The classes with immense out of combat utility from spells tend to get more skill ranks than classes without that utility from spells, which doesn't seem quite right.
I was pretty disappointed by Wizards and Alchemists getting fewer skills, but I was primarily disappointed by the difference between the spellcasting classes. It seemed the int-based classes were intentionally denied the benefits of their primary ability score. The lower base might be fair though, it just needs to apply to the other spellcasters as well. If Wizards, Clerics, and Sorcerers all had 3 base ranks and Bard had 5 (because of fewer spells per day and a flavor based more on skills) and Fighters, Monks, and Barbarians all had 5, I think that would be fair. Alchemists, no longer receiving that utility from the "spellcasting" they had in first edition, should probably have at least 5 as well.
| The Narration |
| 1 person marked this as a favorite. |
That wizards have the least skills is understandable. I'm fully of the opinion that skills and spellcasting should be inversely proportional. Skills are how non-casters are able to participate, so those without spells have the most need for them. I do kind of think that 2 + Int is probably too few skills for any class to get, but wizards should definitely be on the bottom of the pile in that regard because they're on the top of the pile for spells.
Why the alchemist has so few doesn't really make sense to me. The alchemist isn't a spellcaster. Their bombs are basically on par with cantrips and scale similarly but have limited uses per day, as making them consumes Resonance.
| Jason S |
I'm trying to understand why the two classes whom by general description would have the most book learning get the fewest skill points. I would understand if they got say 2 general skills plus 3 slots only usable for knowledge skills or something along that line as having them with a bunch of physical skills doesn't really fit, but the flat 2 is just bothering me.
You're right.
Now that Int is not as important, Wizards should get more than 2, maybe 3 or 4. It's silly, but Wizards know less than many other characters now.
Wizards had low Int because there were stat boost items basically and could gain another 3 skills at full rank. Stat boosts at level 5, 10, 15 won't affect the number of trained skills.
Wizards had their spells, which no one else could get. Now with a 4 feats, anyone can get their spells too (which I don't agree with).
So yes, Wizards could use a skill bump to 3 + Int.
Alchemists could also be bumped to 3 or 4 as well.
| Crayon |
Crayon wrote:Characters tended to have too many Trained Skills and quickly exhausted those that made sense for a character to have and just started stuffing them into any old random Skill for the heck of it.This is a playstyle thing for sure, but some of us don't think that only certain skills make sense for any class. In my current campaign, one of my players is playing a stealth mage and loving it. I love playing extroverted party face characters regardless of my class. These options shouldn't be denied us because it doesn't fit into the tropiest stereotypes.
I wasn't referring to replicating a stereotype per se, but rather to realizing a character as visualized. Under the new regimen, Skills automatically advance so there's no need to devote ranks to things like Swim or Perception. Instead, the only point is taking a Skill increase at all is if your character specializes in a task to such an extent that you want to qualify for Skill Feats and since there are fewer Skills now (and higher ranks are gated by Class, I always found myself running out of relevant Skills to improve before running out of Skill Increases.
Note: This may be partially due to the classes used. They were selected at random, but came up: Alchemist, Bard, Sorcerer, and Fighter.
| Jason S |
I think spellcasters getting so many trained skills is the problem here. Clerics get 5 base ranks, Bards get 7, and Sorcerers (who can use the same spell list as wizards, so a better spell list can't be the balancing factor for why Wizards get fewer) get 5. Fighters, monks, and barbarians all get 3. The classes with immense out of combat utility from spells tend to get more skill ranks than classes without that utility from spells, which doesn't seem quite right.
This^^^^
Spellcasters are definitely getting too many trained skills, when it should be the other way around (or at least equal).
2:
3: Clerics, Wizards, Alchemists
4: Fighters, Monks, Barbarians, Druids, Paladins, Sorcerers, Rangers
5: Bards
6:
7: Rogues
8:
First of all, skills haven been consolidated, so all of the classes are really getting a huge boost in skills. So all classes already got a boost, so there has to be a really good argument for why they'd get more than PF1.
Rogues: One of the reasons why rogues were getting so many skills is that many core rogue skills were spread out. Now that these core skills are consolidated, rogues should be getting less skills, not more. They should be getting 8 trained skills, maybe less.
In fantasy literature, rogues are certainly not the most knowledgeable, and sometimes among the least knowledgeable (and wise).
Rogue skills: Acrobatics, Deception, maybe Diplomacy, maybe Performance, Society, Stealth, Thievery. 7 skills, even including the maybe skills. There is no need for a base of 10.
Rangers: Same as rogues, many of their core skills are consolidated now, there is less need for them to have more skills than the other classes. Fighters would know more about cities, Rangers would know more about the wilderness, there's no need for a huge skills disparity.
Clerics: Game wise (and in terms of fantasy tropes) has the best reasons for knowing the least. And they are hands down one of the best classes in the game, especially with resonance now.
Sorcerers: Not sure why they are getting so much more than other spellcasters. A little more is OK.
Alchemists: They're no longer spellcasters and should benefit from high int.
Wizards: The core wizard skills are: Arcana, Crafting, maybe Lore, maybe Nature, Occultism, Society. Only 4-6 (5) skills with the consolidation of the knowledge skills. So there's a good argument for keeping Wizards at 2 or 3.
In general though, they need to make Int a little more useful as a stat. Having less base skills is a step in that direction, because right now no class needs more than an Int of 10, they can get their core skills and more.
| The Narration |
Honestly, D20 has always been one of the most stingy RPG systems when it came to skills. If you're not a rogue, you have to focus on a very narrow set of abilities. And even with consolidation, you still need quite a few. If you want to be able to identify spells, that's four different skills. To identify monsters, five.
I wouldn't be opposed to everybody getting more skills (except the rogue, 10 + Int is plenty), but the martials need them more than the casters.
| StratoNexus |
I'm trying to understand why the two classes whom by general description would have the most book learning get the fewest skill points. I would understand if they got say 2 general skills plus 3 slots only usable for knowledge skills or something along that line as having them with a bunch of physical skills doesn't really fit, but the flat 2 is just bothering me.
And before anyone says they get less because their stat will make up for it, if that's the case shouldn't fighters take a penalty to combat and bards to social skills for the same reason?
I know one of the goals is to make it simpler and faster to create characters. However, I do think it is unreasonable for Wizards to be punished in the skills department because they will have a high Intelligence.
Dwarves don't get less hit points because they have a higher Con score.
My first instinct is to just give Wizards Arcana, Crafting, Nature, Occultism, Religion, and Society + their INT mod in trained skills. Possibly add one or two of those as signature skills on top of Arcana and Crafting..
Alternatively give them Arcana and Crafting + their INT mod as well as the below.
In order to give Wizards more skills, I suggest they get 3 skills based on their school choice and these would be signature skills on top of Arcana and Crafting.
Abjurer - Diplomacy, Occultism, Society
Conjuration - Intimidation, Occultism, Religion
Divination - Diplomacy, Occultism, Religion
Enchantment - Deception, Diplomacy, Society
Evocation - Intimidation, Nature, Occultism
Illusion - Deception, Society, Stealth
Necromancy - Medicine, Occultism, Religion
Transmutation - Athletics, Nature, Occultism
Universalist - Normally, I'd let this be player choice, but if we want to stay with making it easier to create a character I would go with Nature, Society, Survival