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Companion thread to Survivor:Proficiencies
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<blockquote data-quote="EzekielRaiden" data-source="post: 8999502" data-attributes="member: 6790260"><p>In my D&D 4e heartbreaker (or, really, heartmender, since WotC already did the breaking), I would be perfectly happy creating a condensed list of tools one can be trained to use, just as one can be trained in a skill. As you say, poisoner's, alchemist's, and herbalism can all be folded together. Forgery and cartography can be folded into calligraphy. Etc. I'm pretty confident you could get it down to a reasonably concise list, perhaps a baker's dozen.</p><p></p><p>Restore Thieves' Tools to being the skill it always should have been</p><p>Fold together Alchemist, Herbalism, and Poisoner into a Chemistry Kit</p><p>Fold together Calligraphy, Cartography, and Forgery into a Scrivener's Kit</p><p>Either delete vehicle proficiency (because honestly what even is the point) or merge Navigator into Water Vehicles</p><p>Merge Cobbler's into Leatherworker's</p><p>Though my father would cry blasphemy, merge Brewer's into Chef's Tools because the only unique tool involved is a bloody <em>siphon</em></p><p>Merge Woodcarver's into Carpenter's because <em>why are these even separate</em></p><p>Slightly unorthodox (like brewing above), but merge Glassblowing into Jeweler's.</p><p>Merge Tinker's into Smith's Tools</p><p></p><p>That at least gets it down to 16 from 27. Or 15 if you do as I would and eliminate vehicle proficiency, merging land vehicles into Animal Handling (because almost all pseudomedieval vehicles involve animals) and water vehicles into Navigator's Tools. Musical Instruments could also just be folded into the Performance skill, perhaps with players choosing a number of instruments up to to their highest mental ability modifier if they are trained in Performance, with the option of more by investing into that skill more. Doing all these would get it down to only 14 tools, reasonably manageable and <em>most</em> of those tools could be given real utility if they don't already have some.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8999502, member: 6790260"] In my D&D 4e heartbreaker (or, really, heartmender, since WotC already did the breaking), I would be perfectly happy creating a condensed list of tools one can be trained to use, just as one can be trained in a skill. As you say, poisoner's, alchemist's, and herbalism can all be folded together. Forgery and cartography can be folded into calligraphy. Etc. I'm pretty confident you could get it down to a reasonably concise list, perhaps a baker's dozen. Restore Thieves' Tools to being the skill it always should have been Fold together Alchemist, Herbalism, and Poisoner into a Chemistry Kit Fold together Calligraphy, Cartography, and Forgery into a Scrivener's Kit Either delete vehicle proficiency (because honestly what even is the point) or merge Navigator into Water Vehicles Merge Cobbler's into Leatherworker's Though my father would cry blasphemy, merge Brewer's into Chef's Tools because the only unique tool involved is a bloody [I]siphon[/I] Merge Woodcarver's into Carpenter's because [I]why are these even separate[/I] Slightly unorthodox (like brewing above), but merge Glassblowing into Jeweler's. Merge Tinker's into Smith's Tools That at least gets it down to 16 from 27. Or 15 if you do as I would and eliminate vehicle proficiency, merging land vehicles into Animal Handling (because almost all pseudomedieval vehicles involve animals) and water vehicles into Navigator's Tools. Musical Instruments could also just be folded into the Performance skill, perhaps with players choosing a number of instruments up to to their highest mental ability modifier if they are trained in Performance, with the option of more by investing into that skill more. Doing all these would get it down to only 14 tools, reasonably manageable and [I]most[/I] of those tools could be given real utility if they don't already have some. [/QUOTE]
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