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General Tabletop Discussion
D&D Older Editions
Rebuilding 3e (3.75 if you will) - My Rendition, a work in progress
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<blockquote data-quote="airwalkrr" data-source="post: 3979959" data-attributes="member: 12460"><p><strong>Skills</strong></p><p></p><p>1. The skill list is condensed into a more manageable format.</p><p>[sblock=Skill List (under construction)]</p><p>Below is a list of new skills followed by the old skills that they incorporate. Some skills incorporate only part of an old skill, which is noted in parentheses when necessary.</p><p></p><p><strong>Acrobatics (Dex)</strong> Balance, Escape Artist, Jump, and Tumble</p><p><strong>Alertness (Con)</strong> Listen, Search, and Spot <em>(I wish to note that the decision to base this skill on Constitution is twofold. First of all, it makes more sense that your vision and hearing deteriorate as you get older. It makes more sense that a youth in good health would be blessed with keen senses than a wise old man. Second of all, Constitution really ought to have more skills based upon it than just Concentration. Another note I wish to make is that Trapfinding should be a feat which rogues receive at 1st level which allows them to use this skill to locate and disarm traps with a DC higher than 20.)</em></p><p><strong>Arcana (Int)</strong> Knowledge (arcana) and Spellcraft <em>(as it pertains to arcane magic only) (Note that this ability allows a character to identify any creature of the magical type.)</em></p><p><strong>Chicanery (Int)</strong> Disguise and Forgery <em>(I've also dabbled with calling the skill Espionage, but that doesn't seem to fit the milieu. I'm open to suggestions.)</em></p><p><strong>Climb (Str)</strong> Climb and Use Rope <em>(secure a grappling hook only, although this use is based on Dex; this skill within a skill use may be a bit complicated though so its still on the chopping block)</em></p><p><strong>Concentration (Con)</strong> Concentration</p><p><strong>Cosmology (Int)</strong> Knowledge (the planes) <em>(This skill is also used to identify supernatural creatures with the immortal subtype. This will typically include only elementals and outsiders.)</em></p><p><strong>Handle Animal (Cha)</strong> Handle Animal</p><p><strong>Heal (Wis)</strong> Heal</p><p><strong>Intimidate (Cha)</strong> Intimidate <em>(I wish to note that use of this skill should be more flexible than simply using a character's Charisma modifier. Characters should be able to use their Strength modifier when a show of strength--particularly one's ability to inflict pain--is pertinent to the situation.)</em></p><p><strong>Lore (Int)</strong>Appraise, Decipher Script, Knowledge (architecture and engineering), Knowledge (history), Knowledge (local), and Knowledge (nobility and royalty) <em>(What this skill essentially represents is a well-rounded liberal arts education or simply having picked up a lot of bits and pieces of information throughout one's life. It combines several oft-ignored skills into one that will be more interesting for characters to take as it potentially allows them to deal with a smattering of different situations, rather than one or two rather obscure situations.)</em></p><p><strong>Nature (Int)</strong> Knowledge (dungeoneering) <em>(caverns, spelunking, and identifying oozes only)</em>, Knowledge (geography), and Knowledge (nature)</p><p><strong>Persuasion (Cha)</strong> Bluff, Diplomacy, and Gather Information <em>(Note that this differs from the Intimidate skill in that it involves cajoling cooperation or information out of someone, while Intimidate involves forcing information out of someone. Both can be used for the same purpose, but have different side-effects.)</em></p><p><strong>Perform (Cha)</strong> Perform</p><p><strong>Religion (Int)</strong> Knowledge (religion) and Spellcraft (as it pertains to divine magic only)</p><p><strong>Ride (Dex)</strong> Ride</p><p><strong>Sabotage (Dex)</strong> Disable Device and Open Lock <em>(I'm not sure if Sabotage conveys the true purpose of this skill, but I am at a loss to think of something better. The general idea is that the character knows how mechanisms, simple and small work enough to break or disable them. I think it is also important to note that opening a lock or disabling a trap doesn't necessarily mean leaving said mechanism intact. Doing so should probably require beating the DC by 5 or possibly 10.)</em></p><p><strong>Search (Wis)</strong> Search <em>(find secret passages only)</em> and Survival <em>(track only) (The idea here is that the Alertness skill is typically something done reflexively or reactively. It is a measure of the ability of your five senses. Search represents attention to detail.</em></p><p><em><strong>Speak Language (Int)</strong> Speak Language <em>(This should have been a proper skill in the first place. You don't even need complex rules for it. A basic conversation, like asking for directions, would require a DC 10 check, meaning anyone could attempt it. A complicated conversation, such as talking about current events or giving precise instructions, would require a DC 15 check. A technical conversation would require a DC 20 check. Since you would be able to take 10 most of the time with this skill anyway, it would create a very clear benchmark for how many ranks your character needs to become proficient (able to reach DC 15 by taking 10) and to become fluent (able to reach DC 20 by taking 10).</em></em></p><p><em><strong>Stealth (Dex)</strong> Hide, Move Silently, Sleight of Hand</em></p><p><em><strong>Survival (Wis)</strong> Survival <em>(but see Track, below)</em></em></p><p><em><strong>Swim (Str)</strong> Swim</em></p><p><em><strong>Track (Wis)</strong> As the feat, but now it is merely its own skill.</em></p><p><em><strong>Trade (Int)</strong> Craft and Profession <em>(There really isn't a purpose for two skills when PCs will rarely take either. But cutting it out completely leaves no benchmark for who is a better artisan, businessman, etc.)</em></em></p><p><em><strong>Use Magic Device (Cha)</strong> Use Magic Device</em></p><p><em></em></p><p><em>This list is almost half the size of that in the Player's Handbook, cutting the total number of skills down from 45 to 24.[/sblock]</em></p><p><em>2. There is no longer a difference between class skills and cross class skills. One skill point always purchases one rank in any skill.</em></p><p><em></em></p><p><em>placeholder</em></p></blockquote><p></p>
[QUOTE="airwalkrr, post: 3979959, member: 12460"] [b]Skills[/b] 1. The skill list is condensed into a more manageable format. [sblock=Skill List (under construction)] Below is a list of new skills followed by the old skills that they incorporate. Some skills incorporate only part of an old skill, which is noted in parentheses when necessary. [B]Acrobatics (Dex)[/B] Balance, Escape Artist, Jump, and Tumble [B]Alertness (Con)[/B] Listen, Search, and Spot [I](I wish to note that the decision to base this skill on Constitution is twofold. First of all, it makes more sense that your vision and hearing deteriorate as you get older. It makes more sense that a youth in good health would be blessed with keen senses than a wise old man. Second of all, Constitution really ought to have more skills based upon it than just Concentration. Another note I wish to make is that Trapfinding should be a feat which rogues receive at 1st level which allows them to use this skill to locate and disarm traps with a DC higher than 20.)[/I] [b]Arcana (Int)[/b] Knowledge (arcana) and Spellcraft [I](as it pertains to arcane magic only) (Note that this ability allows a character to identify any creature of the magical type.)[/I] [b]Chicanery (Int)[/b] Disguise and Forgery [I](I've also dabbled with calling the skill Espionage, but that doesn't seem to fit the milieu. I'm open to suggestions.)[/I] [b]Climb (Str)[/b] Climb and Use Rope [I](secure a grappling hook only, although this use is based on Dex; this skill within a skill use may be a bit complicated though so its still on the chopping block)[/I] [b]Concentration (Con)[/b] Concentration [b]Cosmology (Int)[/b] Knowledge (the planes) [I](This skill is also used to identify supernatural creatures with the immortal subtype. This will typically include only elementals and outsiders.)[/I] [b]Handle Animal (Cha)[/b] Handle Animal [b]Heal (Wis)[/b] Heal [b]Intimidate (Cha)[/b] Intimidate [I](I wish to note that use of this skill should be more flexible than simply using a character's Charisma modifier. Characters should be able to use their Strength modifier when a show of strength--particularly one's ability to inflict pain--is pertinent to the situation.)[/I] [b]Lore (Int)[/b]Appraise, Decipher Script, Knowledge (architecture and engineering), Knowledge (history), Knowledge (local), and Knowledge (nobility and royalty) [I](What this skill essentially represents is a well-rounded liberal arts education or simply having picked up a lot of bits and pieces of information throughout one's life. It combines several oft-ignored skills into one that will be more interesting for characters to take as it potentially allows them to deal with a smattering of different situations, rather than one or two rather obscure situations.)[/I] [b]Nature (Int)[/b] Knowledge (dungeoneering) [i](caverns, spelunking, and identifying oozes only)[/i], Knowledge (geography), and Knowledge (nature) [b]Persuasion (Cha)[/b] Bluff, Diplomacy, and Gather Information [i](Note that this differs from the Intimidate skill in that it involves cajoling cooperation or information out of someone, while Intimidate involves forcing information out of someone. Both can be used for the same purpose, but have different side-effects.)[/i] [b]Perform (Cha)[/b] Perform [b]Religion (Int)[/b] Knowledge (religion) and Spellcraft (as it pertains to divine magic only) [b]Ride (Dex)[/b] Ride [b]Sabotage (Dex)[/b] Disable Device and Open Lock [i](I'm not sure if Sabotage conveys the true purpose of this skill, but I am at a loss to think of something better. The general idea is that the character knows how mechanisms, simple and small work enough to break or disable them. I think it is also important to note that opening a lock or disabling a trap doesn't necessarily mean leaving said mechanism intact. Doing so should probably require beating the DC by 5 or possibly 10.)[/i] [b]Search (Wis)[/b] Search [i](find secret passages only)[/i] and Survival [i](track only) (The idea here is that the Alertness skill is typically something done reflexively or reactively. It is a measure of the ability of your five senses. Search represents attention to detail. [b]Speak Language (Int)[/b] Speak Language [i](This should have been a proper skill in the first place. You don't even need complex rules for it. A basic conversation, like asking for directions, would require a DC 10 check, meaning anyone could attempt it. A complicated conversation, such as talking about current events or giving precise instructions, would require a DC 15 check. A technical conversation would require a DC 20 check. Since you would be able to take 10 most of the time with this skill anyway, it would create a very clear benchmark for how many ranks your character needs to become proficient (able to reach DC 15 by taking 10) and to become fluent (able to reach DC 20 by taking 10).[/i] [b]Stealth (Dex)[/b] Hide, Move Silently, Sleight of Hand [b]Survival (Wis)[/b] Survival [i](but see Track, below)[/i] [b]Swim (Str)[/b] Swim [b]Track (Wis)[/b] As the feat, but now it is merely its own skill. [b]Trade (Int)[/b] Craft and Profession [i](There really isn't a purpose for two skills when PCs will rarely take either. But cutting it out completely leaves no benchmark for who is a better artisan, businessman, etc.)[/i] [b]Use Magic Device (Cha)[/b] Use Magic Device This list is almost half the size of that in the Player's Handbook, cutting the total number of skills down from 45 to 24.[/sblock] 2. There is no longer a difference between class skills and cross class skills. One skill point always purchases one rank in any skill. placeholder[/i] [/QUOTE]
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