07-06-2018, 05:56 PM | #101 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Making Skills Matter More
I have never seen abuse of attribute defaults be a problem -- the average raise from default to 1 skill point is +4, so it's almost always worth putting a point in anything you think you'll care about. The issue is all skills at 1 point.
If the skill cost was instead something like: Code:
-6 -5 -4 -3 -2 -1 +0 +1 +2 +3 +4 +5 +6 ++1 E - - - - - - 1 - 2 3 4 6 8 +4 A - - - - 1 - 2 3 4 6 8 12 16 +4 H - - 1 - 2 3 4 6 8 12 16 20 24 +4 VH 1 - 2 3 4 6 8 12 16 20 24 28 32 +4 |
07-06-2018, 07:43 PM | #102 | |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Making Skills Matter More
Quote:
Each 1 point put into a skill removes 1 point in penalties from default instead, and then each subsequent increase in skill took 2 and then 4 points per level? Just a thought? |
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07-06-2018, 08:23 PM | #103 |
Join Date: Feb 2016
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Re: Making Skills Matter More
I do not think that it would work because it leaves too many gaps (and it paradoxically increases the cost to be less competent than a person with Dabbler). As for Path Magic, RPM and Thaumatology both had suggested maximum defaults for Path Magic (RPM limited Paths to 12 plus Magery while Thaumatology suggested a number of options). And, if you do not like either solution, just use Books instead of Paths, since they do not get defaults.
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07-06-2018, 08:27 PM | #104 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Making Skills Matter More
No it doesn't, since dabbler can't give you a skill level matching points, but you'd want to change either dabbler or defaults. Dabbler is just introducing 1/8, 1/4, and 1/2 point skills.
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