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<blockquote data-quote="elrobey" data-source="post: 1670049" data-attributes="member: 8725"><p>My own house rules leave Jump, Climb, and Swim alone, though combining them is an interesting idea.</p><p></p><p>I fold Balance into Tumble.</p><p></p><p>I fold Open Lock into Disable Device. (I think of this combined skill as 'Tinker(Int)').</p><p></p><p>I eliminate Forgery and Decipher Script and make them both applications of the appropriate Knowledge skill (to forge an official document, for example, use Knowledge(civics)).</p><p></p><p>I eliminate Appraise and make it an application of any appropriate skill, including treating attack bonus as a skill for this purpose (to appraise a longsword, for example, use your base attack bonus as if it were ranks in the skill, and apply your Int modifier).</p><p></p><p>I eliminate Use Rope and make it an application of any appropriate skill, such as Escape Artist (if you want to tie someone up, which is far and away the most common way Use Rope is used).</p><p></p><p>I divide Craft, Knowledge, and Profession each into about 10 very specific subcategories, which are the only subcategories permitted.</p><p></p><p>Finally, I scrap the existing system of synergy bonuses and use a much more flexible system, the basic rule of which is: Any time you use a skill, your ability in one (and only one) relevant other skill may provide a synergy bonus. The amount of the bonus is equal to your ranks in the other skill divided by 3. The DM decides on a case-by-case basis whether the other skill is relevant to the particular task at hand. If the DM decides that more than one other skill is relevant, the player chooses which one to use for synergy. (For example, if you are making a Jump check to reduce your damage from falling, I will probably give you a synergy bonus equal to 1/3 your ranks in Tumble. If, however, you are falling into water, I will probably give you a synergy bonus equal to 1/3 your ranks in Swim instead. If I'm in a generous mood I might let you choose between Tumble or Swim for synergy.)</p></blockquote><p></p>
[QUOTE="elrobey, post: 1670049, member: 8725"] My own house rules leave Jump, Climb, and Swim alone, though combining them is an interesting idea. I fold Balance into Tumble. I fold Open Lock into Disable Device. (I think of this combined skill as 'Tinker(Int)'). I eliminate Forgery and Decipher Script and make them both applications of the appropriate Knowledge skill (to forge an official document, for example, use Knowledge(civics)). I eliminate Appraise and make it an application of any appropriate skill, including treating attack bonus as a skill for this purpose (to appraise a longsword, for example, use your base attack bonus as if it were ranks in the skill, and apply your Int modifier). I eliminate Use Rope and make it an application of any appropriate skill, such as Escape Artist (if you want to tie someone up, which is far and away the most common way Use Rope is used). I divide Craft, Knowledge, and Profession each into about 10 very specific subcategories, which are the only subcategories permitted. Finally, I scrap the existing system of synergy bonuses and use a much more flexible system, the basic rule of which is: Any time you use a skill, your ability in one (and only one) relevant other skill may provide a synergy bonus. The amount of the bonus is equal to your ranks in the other skill divided by 3. The DM decides on a case-by-case basis whether the other skill is relevant to the particular task at hand. If the DM decides that more than one other skill is relevant, the player chooses which one to use for synergy. (For example, if you are making a Jump check to reduce your damage from falling, I will probably give you a synergy bonus equal to 1/3 your ranks in Tumble. If, however, you are falling into water, I will probably give you a synergy bonus equal to 1/3 your ranks in Swim instead. If I'm in a generous mood I might let you choose between Tumble or Swim for synergy.) [/QUOTE]
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