| Post/Author/DateTime | Post |
|---|---|
| edit1305-18-06, 07:58 AM | I'm a rookie D&D player trying to roll my first character, and, I'm kinda’ confused about picking my starting skills, as, the Player's Handbook seems to contradict itself, and the FAQ didn't cover it: The Select Skills heading on page 6 seems to suggest that you generate a number of skill points by taking a class determined number, adding to that your intelligence bonus and then multiplying that by four. E.g: For a Barbarian with 17 intelligence. (4+3) x 4 You then use those points, (In this case 28.) to buy any skills you want, spending one point per rank of class skills, and two points per rank of cross-class skills. However, under the starting packages for each class, it says that you should pick a number of skills equal to the class dependant number and your intelligence modifier (Presumably gaining these skills at their maxed out values.) Any help you could give to clarify the situation would be appreciated. ^.^;; (Also, if the first example given is the case, can anyone explain the Psion starting package as detailed in the XPH, as it would seem to imply that he has a base intelligence of 26 >.<) Thank you for your time. |
| Nom05-18-06, 09:34 AM | Let's consider the fighter. Starting skill points: (2+Int) * 4. Dwarf fighter package: Pick 2+Int skills from list: Climb 4, Jump 4, Ride 4, Swim 4, Intimidate 4, Listen (cc) 2, Search (cc) 2, Spot (cc) 2. You will note that all skills listed above are at max ranks; cross class (cc) skills require 2 points per rank and have max rank 2. The packages assume that you pick a set of skills and spend 4 points in each. So, a Dwarf Ftr with Int 12 (+1) could pick Climb 4, Ride 4 and Spot 2 (total 12 points) via a package or he could pick a total of 12 points worth of skill ranks. |
| Zherog05-18-06, 10:51 AM | To go a bit further, the packages are (in theory) there to make life a little easier. They're nothing more than suggestions - you can pick your own skills, your own feats, your own equipment, and so on. |
| Tristan05-18-06, 12:31 PM | basically the idea is that you can put skill points wherever you want; but since starting packages are to make your lives easyer, they suggest for you to just pick a number of skills equal to your class skill base+int and max em out, as opposed to "wasting time" and choosing specifically where each individual skill points go. |
| edit1305-18-06, 01:45 PM | Okay, I think I get it, meaning I had the right idea before I started looking at the starting packages. @_@;; Just to clarify however, do the skills listed in those started packs represent the skills that character (The one detailed in the starter pack, I understand that I may spend my skill points, feats slots, gold and powers known on whatever I like.) actually has, or, are they a selection of skills which that particular character will choose from? So, in the case of the fighter given above; does he have all of the skills listed in the table, namely Climb 4, Jump 4, Ride 4, Swim 4, Intimidate 4, Listen (cc) 2, Search (cc) 2, Spot (cc) 2, (Meaning that he'd have an intelligence of 20, again, impossible to acquire through the attribute system described.) or are those just a selection of skills that they're advising a starting adventurer of that class to choose from? Thank you. ^.^;; |
| Zherog05-18-06, 02:01 PM | It's intended to be a selection. Basically, "Here's some skills you may find useful, pick the ones you like." |
| edit1305-18-06, 02:36 PM | Yay for understanding! **Huggles for all** (The above may also be used as a roleplaying aid to describe to your player what taking a 10 on a: Knowledge (Character Creation) check looks like. ~.^) |
| Millennium05-18-06, 03:04 PM | Both interpretations are correct. The "starter kits" assume that you'll take as many skills as you can get while still being able to max them all out, but you don't have to do things that way if you don't want to. |