
So, spellcraft. INT based skill. Every 5 points you have in it, you get a +1 to all saves against magical effects. That's pretty cool. I enjoy having like a +15 to all my worst saves as a wizard. It makes me feel (and continue to be) alive! But, at the same time... Isn't that kind of a crazy number to add to all your spell saves?
Compare to the tumble skill. DEX based, but it doesn't matter. You get +1 Dodge AC for every 5 ranks you take in tumble - and that ignores gear, ignores your stat modifier, all of it. It's all based on what skill points you use.
I guess I'm just kinda wondering what thought process there was when the different calculations were put in, aside from "Implosion OP" - which, to be fair, is entirely valid given how failing one spell's save from pretty much any class can pretty much ruin your day. I'm not saying that it was the wrong choice to make spellcraft work like this by any means, because I don't want EVERYONE playing casters for those one-hit wonders that not everyone can resist, but I can't help but look at +15's and wonder if it's overkill. And I'm only saying 15 because I'm bad at math - I'm pretty sure one could easily go higher if they wanted.
I don't say any of this as a suggestion per se, but more as a point of curiosity and discussion: What happens when spellcraft gets removed as an enchanting basin option? What happens if the skill ranks are all that matter and you're stuck with a +6 maximum? What are people's opinions/experiences/observations on the topic? How else can we make the game utterly unplayable for anyone without a bard dip? Will nerfing everyone's spell saves finally make me good at the game when I Weird-spam my problems away?