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<blockquote data-quote="evilbob" data-source="post: 3951206" data-attributes="member: 9789"><p>Thank you for the excellent feedback!</p><p></p><p>...I like it. Also works well to the "affects multiple people" idea. Done.</p><p></p><p>Yes, but heal is also the name of the skill previously. Treat Wounds is also kinda close to <em>cure light wounds</em>, which gives the wrong impression since it doesn't really heal any wounds, and "treating" in the name really almost limits the skill from what all it can do (like diagnose poisons and determine cause of death). "First Aid" is really the better name, but it fails the fantasy setting rule. "Triage" doesn't really work for the same reasons as "treat wound." I hear what you're saying, though, and I think there is a better name out there. (Then again, maybe allowing this skill to actually HEAL some freakin' WOUNDS wouldn't be a bad change, either.)</p><p></p><p>Excellent idea. Honestly I just used streetwise because I think there's going to be a 4E skill named that, and that's the only thing I could think of that it would be (other than it being some combination of Knowledge(Local) and maybe Sense Motive). But for what I've done that's much better.</p><p></p><p>Man, Forgery has got to win as the absolute worst skill <em>ever</em>. How did that even end up qualifying as a skill? I mean, who in their right mind would dump precious skill points into something that absolutely will not get used more often than maybe once an <em>entire campaign</em>? Who wants to be the guy who says, "well, I constantly almost drown and fall off my horse every mile, but now that we need someone to use Forgery this one time ever, I AM YOUR MAN!" And it's really even worse, because it's opposed by Spot - which is a skill that LOTS of people put points in. Every skill- or wisdom-based class will have it in spades. If you actually want your points in Forgery not to be a total waste, you have to COMPLETELY COMMIT to it. What a horrible skill.</p><p></p><p>Anyway, all that aside, I don't think I'll likely change it to craft, since crafting really implies just creating an object. Forgery is really more about tricking other people; it's a social engineering thing at least as much as an accuracy thing. I think it fits better under the "tricking others" skills - more like "forging a signature" or "making a fake legal document" - rather than just imagining a guy who crafts a plate to make dollar bills.</p><p></p><p>My first thought on this was, "nah, those subjects are just too disparate for that to work." And really, they are - people and current politics are quite different than historical events. On the other hand, how many players honestly put points into Knowledge(any of those) except to qualify for PrCs or get some synergy bonus? Probably not many - so paring them down is probably a very good thing. Then again, if you're going that far, why not throw Religion in the mix and rename the whole thing High School Social Studies? I guess I wouldn't mix Math and Physics as skills, so I think I'll leave the Civics out of History. It's a good point, but I just don't know if I can blur them that much. (I already threw a little geography into history; it seems like too much to do the rest.) Although I did get an idea for a better name: Culture.</p><p></p><p>I totally hear what you're saying, and I agree that survival and "survival on other planes" is really a bit of a stretch. They don't really match up, but as you've suggested, "survival on other planes" really doesn't deserve to stand on its own, either. Matching it with Religion was something I'd never have thought of, given that I think of religion much differently than "knowing about the plane of fire," but then again, D&D cosmology is pretty much based on religion, so it is a decent fit. Certainly worth considering. In the end, though, who is going to survive better on another plane: the guy who's already good at it on your plane, or the guy who spends all day in a temple worshiping? To me, it seemed like a "survivalist" is going to be better at "surviving," despite the location, verses a guy who just knows a lot about praying.</p><p></p><p></p><p></p><p>Edit: Oh, and honestly, I still think my worst two names are Animal Training and Construction. The latter is particularly bad because it directly implies alternate meanings (such as: one is good at constructing things, as opposed to just knowing about constructions). However, I just can't think of a better word to encapsulate "knowing about all things related to structures or dungeons." I might add the word "knowledge" to the end of it, just to clarify - although that makes it even worse.</p></blockquote><p></p>
[QUOTE="evilbob, post: 3951206, member: 9789"] Thank you for the excellent feedback! ...I like it. Also works well to the "affects multiple people" idea. Done. Yes, but heal is also the name of the skill previously. Treat Wounds is also kinda close to [I]cure light wounds[/I], which gives the wrong impression since it doesn't really heal any wounds, and "treating" in the name really almost limits the skill from what all it can do (like diagnose poisons and determine cause of death). "First Aid" is really the better name, but it fails the fantasy setting rule. "Triage" doesn't really work for the same reasons as "treat wound." I hear what you're saying, though, and I think there is a better name out there. (Then again, maybe allowing this skill to actually HEAL some freakin' WOUNDS wouldn't be a bad change, either.) Excellent idea. Honestly I just used streetwise because I think there's going to be a 4E skill named that, and that's the only thing I could think of that it would be (other than it being some combination of Knowledge(Local) and maybe Sense Motive). But for what I've done that's much better. Man, Forgery has got to win as the absolute worst skill [I]ever[/I]. How did that even end up qualifying as a skill? I mean, who in their right mind would dump precious skill points into something that absolutely will not get used more often than maybe once an [I]entire campaign[/I]? Who wants to be the guy who says, "well, I constantly almost drown and fall off my horse every mile, but now that we need someone to use Forgery this one time ever, I AM YOUR MAN!" And it's really even worse, because it's opposed by Spot - which is a skill that LOTS of people put points in. Every skill- or wisdom-based class will have it in spades. If you actually want your points in Forgery not to be a total waste, you have to COMPLETELY COMMIT to it. What a horrible skill. Anyway, all that aside, I don't think I'll likely change it to craft, since crafting really implies just creating an object. Forgery is really more about tricking other people; it's a social engineering thing at least as much as an accuracy thing. I think it fits better under the "tricking others" skills - more like "forging a signature" or "making a fake legal document" - rather than just imagining a guy who crafts a plate to make dollar bills. My first thought on this was, "nah, those subjects are just too disparate for that to work." And really, they are - people and current politics are quite different than historical events. On the other hand, how many players honestly put points into Knowledge(any of those) except to qualify for PrCs or get some synergy bonus? Probably not many - so paring them down is probably a very good thing. Then again, if you're going that far, why not throw Religion in the mix and rename the whole thing High School Social Studies? I guess I wouldn't mix Math and Physics as skills, so I think I'll leave the Civics out of History. It's a good point, but I just don't know if I can blur them that much. (I already threw a little geography into history; it seems like too much to do the rest.) Although I did get an idea for a better name: Culture. I totally hear what you're saying, and I agree that survival and "survival on other planes" is really a bit of a stretch. They don't really match up, but as you've suggested, "survival on other planes" really doesn't deserve to stand on its own, either. Matching it with Religion was something I'd never have thought of, given that I think of religion much differently than "knowing about the plane of fire," but then again, D&D cosmology is pretty much based on religion, so it is a decent fit. Certainly worth considering. In the end, though, who is going to survive better on another plane: the guy who's already good at it on your plane, or the guy who spends all day in a temple worshiping? To me, it seemed like a "survivalist" is going to be better at "surviving," despite the location, verses a guy who just knows a lot about praying. Edit: Oh, and honestly, I still think my worst two names are Animal Training and Construction. The latter is particularly bad because it directly implies alternate meanings (such as: one is good at constructing things, as opposed to just knowing about constructions). However, I just can't think of a better word to encapsulate "knowing about all things related to structures or dungeons." I might add the word "knowledge" to the end of it, just to clarify - although that makes it even worse. [/QUOTE]
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