Not all skills have a point in raising:
•Gambling - if you wish to gamble, just reload every time you lose. Not many people will do it without reloading.
•Steal - same as gamble, but it's even worse - I think it has a cap on chance, which is applied before modifier - so I think that the only difference between 110 Steal and 295 Steal is that with 295 Steal you gain less xp from stealing than with 110.
•Sneak and Outdoorsman - they have the same cap like Steal, so it's pointless raising them above certain skill level. I'm not sure about this though.
•First Aid - you could just rest instead, time is not an issue. And you can use Doctor, too. And I don't think it makes any difference in raising this skill above 100-150.
•Science, Repair, Doctor, Speech, Traps - they all become useless after you raise them to certain level, especially Doctor, which has no quest use after 75%. Well, maybe Speech should not be here, since it has use until raised to about 130-150 or so.
So I have idea of changing the way some of them work - I want to know if this is possible - like making certain things being able to steal only with certain level of Steal and removing the caps from the skills, so that every single point until 300 has effect.
I know that someone could put skill checks in dialog, but that would mean too much changes to the game. My main idea is the stealing change mentioned above, since things like Traps and First Aid may require much more complicated fix.
Or, to balance them, I could also make all other skills as pointless. Just joking.
•Gambling - if you wish to gamble, just reload every time you lose. Not many people will do it without reloading.
•Steal - same as gamble, but it's even worse - I think it has a cap on chance, which is applied before modifier - so I think that the only difference between 110 Steal and 295 Steal is that with 295 Steal you gain less xp from stealing than with 110.
•Sneak and Outdoorsman - they have the same cap like Steal, so it's pointless raising them above certain skill level. I'm not sure about this though.
•First Aid - you could just rest instead, time is not an issue. And you can use Doctor, too. And I don't think it makes any difference in raising this skill above 100-150.
•Science, Repair, Doctor, Speech, Traps - they all become useless after you raise them to certain level, especially Doctor, which has no quest use after 75%. Well, maybe Speech should not be here, since it has use until raised to about 130-150 or so.
So I have idea of changing the way some of them work - I want to know if this is possible - like making certain things being able to steal only with certain level of Steal and removing the caps from the skills, so that every single point until 300 has effect.
I know that someone could put skill checks in dialog, but that would mean too much changes to the game. My main idea is the stealing change mentioned above, since things like Traps and First Aid may require much more complicated fix.
Or, to balance them, I could also make all other skills as pointless. Just joking.