Variable Class Skills


Homebrew


I have been thinking about allowing my players to select their class skills at character creation instead of being forced into the listed class skills.

Created PCs would still get the same number of class skills Envoy 16, Mechanic 8, Mystic 12, etc....

I am thinking that the only mandatory skill would be profession (I already have a house rule in place that you have to have a profession and at least 1/2 your level in ranks in said profession).

This would allow players the freedom to create things like a scientific based Envoy or a Soldier that can be the face of the party. Virtually any concept a player can think of could be done in this way.

I know you can add class skills by burning a feat with Skill Synergy but that actually winds up hurting classes with low skill points.

As I am not added any more allowable skills per class nor adding any additional skill points, I don't really see any downside.

What do others think?

Please let me know your thoughts.


No one? Nothing? Sigh......


I mean, it's an idea but I don't think it really solves a problem in Starfinder. Between themes and the Skill Synergy feat, we've already got some solid flexibility in class skills.

Sovereign Court

1 person marked this as a favorite.

If you really wanted to throw open the class/skill field, you'd need to do more. The way skill DCs scale in Starfinder (CRB p. 392) is that DCs go up by 1.5 per level. So unless your class somehow helps you keep up with that, you're going to start falling behind.

Notice that most classes gain a scaling bonus:
* Envoys add 1d6 Expertise, and this increases at level 5, 9, 13, and 17
* Mechanics add +1 Bypass, and this increases at level 5, 9, 13, 17 and 20
* Mystics get a Connection Skill +1 at level 2, and increase it at level 5, 8, 11, 14, 17 and 20
* Operatives get Edge +1 and increase it at level 3, 7, 11, 15 and 19
* Solarians get Sidereal Influence at level 3 but it doesn't get stronger at higher levels.
* Soldiers get nothing (they can pay to get something with COM)
* Technomancers get Techlore at level 3 and it improves at level 6, 9, 12, 15 and 18

Operatives get the bonus to ALL skills. Soldiers get NOTHING. Solarians get a very unreliable limited ability. Envoys get a pretty wide-ranging and powerful ability. Mechanics, mystics and technomancers get a narrow-scope ability.


Master Han Del of the Web wrote:
I mean, it's an idea but I don't think it really solves a problem in Starfinder. Between themes and the Skill Synergy feat, we've already got some solid flexibility in class skills.

It is limited flexibility and requires burning a feat to do that.

Take solider for example.

They do not come with stealth or perception. Pretty tough to be a sniper without those.

They do not come with culture or diplomacy. Pretty tough to be a military advisor or attaché with out them.


Ascalaphus wrote:

If you really wanted to throw open the class/skill field, you'd need to do more. The way skill DCs scale in Starfinder (CRB p. 392) is that DCs go up by 1.5 per level. So unless your class somehow helps you keep up with that, you're going to start falling behind.

Notice that most classes gain a scaling bonus:
* Envoys add 1d6 Expertise, and this increases at level 5, 9, 13, and 17
* Mechanics add +1 Bypass, and this increases at level 5, 9, 13, 17 and 20
* Mystics get a Connection Skill +1 at level 2, and increase it at level 5, 8, 11, 14, 17 and 20
* Operatives get Edge +1 and increase it at level 3, 7, 11, 15 and 19
* Solarians get Sidereal Influence at level 3 but it doesn't get stronger at higher levels.
* Soldiers get nothing (they can pay to get something with COM)
* Technomancers get Techlore at level 3 and it improves at level 6, 9, 12, 15 and 18

Operatives get the bonus to ALL skills. Soldiers get NOTHING. Solarians get a very unreliable limited ability. Envoys get a pretty wide-ranging and powerful ability. Mechanics, mystics and technomancers get a narrow-scope ability.

This is an excellent point. You would have to adjust these abilities to be in line with the character's background and skill choices, considering that they may not be invested in skills that the class powers traditionally support.


Hawk Kriegsman wrote:

It is limited flexibility and requires burning a feat to do that.

Take solider for example.

They do not come with stealth or perception. Pretty tough to be a sniper without those.

They do not come with culture or diplomacy. Pretty tough to be a military advisor or attaché with out them.

Soldier is rather the wrong choice for an example considering the sheer number of feats they get. They, more than any class, can afford to toss a feat at Skill Synergy. Both of those concepts also sound like a bit of investment is suitable for them. Also also, military advisor sounds more suitable to Envoy than anything.

Envoy and operative both have an embarrassment of skills. Solarian has for flexibility baked in. Mystic, Technomancer, and Mechanic are all pre-packaged with specific skill specializations baked in.

I'd agree with Ascalaphus in that the real big issue with the skill system is having few flexible options to be 'good' at a specific skill. The Covert Ops option for Soldier alleviates that somewhat.

Community / Forums / Starfinder / Homebrew / Variable Class Skills All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew