Chlala, I posted this topic below. PLease delete it down there if you would be so kind. I had second thoughts and thought it should be a new topic so I reposted it here.I know that the "purists" among us will disagree with me, but I believe that the skill table in MM7 (and 8 for that matter) needs some adjustment. I really don't think the designers gave skills much thought because I believe that in a well designed RPG one should be able to complete any game with the party of his choice (MM6 was a fine example of this) and not be forced to use one class for a critical spell.
This is nearly impossible in MM7, since if you do not play with a cleric, you are bereft of defense against instant death/eradication spella. And, as Udo Von Shlacter said, why should a Thief have Armsmaster when a Paladin does not. Also, I think another class besides sorcerer (as in MM6) should be able to set beacons. A Kinght, in MM7, can only learn normal Disarm, while in MM6 and 9 (as a Gladiator) he can Master it and in MM8 can Expert it. These are only a few of the many complaints I have about the skill system in MM7. I have a few comments about MM8 also, but won't go into them here.
Fortunately, I have a great utility written by that fine fellow Versenwald and provided me by our friend Pascal which will allow me to edit the skill table in MM7. The problem is balancing everything . . for instance, if you give a Paladin GM Body MAgic, you should adjust some of his ather skills downward accordingly. It takes alot of thought but I think I will try to come up with a fair substitute skill table.
This is, of course, only my opinion and I will let it be known now, that once I have created a well balanced skill table (IMO), this is the one I will play MM7 with henceforth.