chad878262 wrote:1. Rogues without max hide, max MS, 30 points in tumble...without these a Rogue type would go from just really being annoying to play (and survive) to being unplayable. Can they give up the AC from tumble? sure, but items that grant bonuses to stealth grant lesser bonuses to AC... Apparently it's ok to have +4 AC, +3 (or 4!!!) stat boots, but boots that grant +6 MS (or +3/+3 H/MS) can only grant +1 AC... Same for amulets of natural armor and deflection hoods. So you really need your AC from any source you can find, especially when your assassin spells or wands/potions are easily dispelled.
Rogues maximizing certain skills is fine and expected. It's why they get lots of skill points per level. Maximizing hide, MS, and Tumble should still leave you with plenty of points for other things. I mean, on Tarina I can keep maxed listen/spot with only 12 int and much lower skill points per level, while still having enough points left over to get several lore skills up to 5-15 each, several other skills around 10, and some ranks in a few cross-class skills.
I do sacrifice Spellcraft and Tumble, which saves me about 45 points in total. High Spellcraft/Tumble don't make much IC sense for the character regardless of their benefits so they're an acceptable sacrifice.
2. Casters that want any epic spells must max spell craft
Epic Spells are an effect of epic skill. Ergo they absolutely
should require epic levels of Spellcraft. Epic Spells are the Spellcraft equivalent to Balancing on a cloud or Swimming up a waterfall and so should require significant investment and possibly having to sacrifice other skills to achieve.
spell casters also aren't going to do really well without max concentration...
You only really "need" 23 concentration to be able to leave Defensive Casting on permanently, and even that isn't a requirement. Higher concentration than that is nice but the best defense to spell disruption is to avoid getting hit at all through sufficient buffs/summons/party members, not casting through damage. Tarina is the first caster where I've actually even put that many points into concentration. On my wizards I normally don't even bother with it because if I'm taking
any damage I am doing something wrong.
Wizards and Bards should be ok to still put max/nearly max in one of the lore skills and maybe get 10-15 in a few more, but Sorcs, Clerics, FS's, Druids and Spirit Shaman's are going to have a tough time of it.
"Max/nearly max in one of the lore skills"
You should not be needing to max any lore skill. You shouldn't need more than around 20 in any one lore skill. If any DMs are asking for DC checks of 40-50+ in lore then they are contributing to the problem of over-inflated DCs.
I love the new lore system, but advocating that folks should just not max any skills is ridiculous. Stuff like open lock most people know you can get away with a very small amount, but if you want to open every lock you need a LOT more
There should be no lock DC that goes above 40, was my point.
Point being a lot of changes would be required to the server to allow for skills like disable device, spellcraft, hide/movesilently (and of course listen/spot), concentration, tumble and others to be 'ok' at lower than max value.
No reason for spellcraft, concentration, or tumble to be changed at all. I did not say that
every skill is okay at low values, but where DnD already has recommend DCs for certain tasks those DCs shouldn't be getting inflated arbitrarily.
As I said, some skills, in particular opposing skills (Social vs Countersocial (IE Bluff vs Sense Motive) or Sense vs Countersense (IE Spot vs Hide)) do benefit from being maxed and it's fine to expect them to be maximized. But people should not feel like they have to maximize every single skill for it to be useful, and we should avoid encouraging that by not inflating DCs on things where DnD already has set values. People should feel that having 5 points in certain skills, like lore, is still a worthwhile investment, not a waste of points.