409
edits
Changes
→Just like to call BS
::Ever heard of Druids? Prohibited from wearing metal armor. The spell Heat Metal might also be a reason to avoid it. We discussed the rest of this in chat, but I'll write a bit more for the benefit of others visiting this page. My prime complaint is that skills give abilities completely unrelated to their purpose. Diplomacy gives a deflection bonus, Move Silently gives poison immunity, and for 750gp and ranks in Survival, you can Wildshape like a druid. That leads me to my next point: nonmagical items granting magical abilities. That Wildshape is a good example. Wearing armor gives you a supernatural class ability? What? Even if the skill made sense, why do supernatural abilities come from relatively low skill levels? Finally, about that force, it's not that it hasn't been used that way, it's being changed into something else entirely, which would be fine as it's own variant rule (force is now a material for making armor), but as it stands, it just doesn't work.--[[User:Quey|Quey]] 23:39, 6 August 2012 (UTC)
:::Skill ranks are just a way of ensuring that things are level appropriate without specifically giving things at character level X (so that anyone and everyone could utilize an item) or BAB +Y, where only martial classes might benefit, for instance. It is a way of offering level appropriate abilities to a certain category of characters, and not to others. It more adaptable than saying 'only rogues can wear Z,' and such lists are at odds with further homebrew. The skills are, in that sense, the tie in to 3.5e, in internal constant that allows these to link to aspects of the game. -- [[User:Jota|Jota]] 00:48, 7 August 2012 (UTC)