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<blockquote data-quote="Stormborn" data-source="post: 2964060" data-attributes="member: 14041"><p>I second "frost and fur" as a must have. Also, if you want an ice age feel you might look into Frostfell from WotC.</p><p></p><p>As for the skills you are considering nixing:</p><p>Appraise: keep, paleolithic/neolithic man had a variety of tools, and different tribes would use different things. in an economy that will be based on barter appraise is vital.</p><p>Decipher Script: probablly safe to drop</p><p>Diplomacy: keep. Those other tribes will need talking to, village elders will need appeasing, stone age doesn't mean their society isn't complex</p><p>Disable Device: keep, or roll into the craft trap skill</p><p>Disguise: probablly little used but i would keep it</p><p>Escape Artist: keep</p><p>Forgery: drop</p><p>Gather Information: keep, people still know stuff and keep secrets</p><p>Knowledge (arcana, nobility and royalty, the planes and religion): keep religion and roll arcana into it, drop the rest. Remember that the Shaman is going to be one of the most important people in the culture. </p><p>Open Lock: drop</p><p>Perform: vitally neccesary, keep </p><p>Profession: drop</p><p>Sense Motive: keep, see Diplomacy and Gather Info </p><p>Sleight of Hand: hiding objects on your person would still be useful</p><p>Spellcraft, Use Magic Device: it all depends on magic in the campaign. If magic is possible then keep.</p><p></p><p>Of course,you might want to look into Iron Heroes as a useful system for a more primative and brutal world. I would recast Orcs as Neanderthal "Beast Men", and maybe use Dwarves as "stone tribe men" who are slightly more technologically advanced. If you want easy DnD classes I would stick to Barbarian, Savage Bard, Fighter, Ranger, Druid, and Sorcerer - possibly adding in Scout to take the place of Rogue.</p></blockquote><p></p>
[QUOTE="Stormborn, post: 2964060, member: 14041"] I second "frost and fur" as a must have. Also, if you want an ice age feel you might look into Frostfell from WotC. As for the skills you are considering nixing: Appraise: keep, paleolithic/neolithic man had a variety of tools, and different tribes would use different things. in an economy that will be based on barter appraise is vital. Decipher Script: probablly safe to drop Diplomacy: keep. Those other tribes will need talking to, village elders will need appeasing, stone age doesn't mean their society isn't complex Disable Device: keep, or roll into the craft trap skill Disguise: probablly little used but i would keep it Escape Artist: keep Forgery: drop Gather Information: keep, people still know stuff and keep secrets Knowledge (arcana, nobility and royalty, the planes and religion): keep religion and roll arcana into it, drop the rest. Remember that the Shaman is going to be one of the most important people in the culture. Open Lock: drop Perform: vitally neccesary, keep Profession: drop Sense Motive: keep, see Diplomacy and Gather Info Sleight of Hand: hiding objects on your person would still be useful Spellcraft, Use Magic Device: it all depends on magic in the campaign. If magic is possible then keep. Of course,you might want to look into Iron Heroes as a useful system for a more primative and brutal world. I would recast Orcs as Neanderthal "Beast Men", and maybe use Dwarves as "stone tribe men" who are slightly more technologically advanced. If you want easy DnD classes I would stick to Barbarian, Savage Bard, Fighter, Ranger, Druid, and Sorcerer - possibly adding in Scout to take the place of Rogue. [/QUOTE]
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