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variant skill list (45+ -> 24)
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<blockquote data-quote="Aus_Snow" data-source="post: 3951477" data-attributes="member: 29112"><p>In place of Construction, how about Engineering? I know it's not perfect, but I doubt you'll find something that is, to be honest.</p><p></p><p>I'd go with Animal Handling rather than Animal Training. Again, not perfect, but it sounds like a more appropriate catch-all to me.</p><p></p><p>I renamed Knowledge (the planes) to Cosmology, IMCs. And it's still a useful skill, providing insight into well, the planes obviously, but also beings, objects and phenomena in or from them, history in a <em>really</em> damn large kinda scope, and whatever else falls into the category. If your campaigns don't deal with a lot of extraplanar stuff - one way or another - then perhaps you'll still need to combine it with something else.</p><p></p><p>Arcana has a bit of a problem, given that Clerics would then either have no (class) access to Spellcraft anymore, or would have full (class) access to 'Knowledge (arcana)' as well.</p><p></p><p>I'd also be really tempted to separate out Swim, at least.</p><p></p><p>Balance and Tumble, I totally get. Escape Artist though, seems to me a different beast. Could it be paired with Use Rope. . .?</p><p></p><p>I'll second Forgery as a component of Craft. It is crafting something, as much as calligraphy or cartography is. There's no 'social engineering' involved, at least not inherently, just accuracy (hopefully.) It should run off Int, and under Craft, it does.</p><p></p><p>I renamed Knowledge (religion) to Theology. It stays, because knowing the ins and outs (e.g., ceremonies) of religions doesn't fall under any other heading (IMHR.) I also created a separate knowledge skill for each monster type (well, most of them.) So, naturally, knowing about the undead is its own thing. YMMV, etc.</p><p></p><p>That's my bunch of semi-random thoughts for now. Hope some of it makes sense, and might even be useful. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p>edit --- for a bit of context, I give out <em>more</em> skill points to everything and everyone. So a lot of my own decisions probably won't be applicable. . .</p></blockquote><p></p>
[QUOTE="Aus_Snow, post: 3951477, member: 29112"] In place of Construction, how about Engineering? I know it's not perfect, but I doubt you'll find something that is, to be honest. I'd go with Animal Handling rather than Animal Training. Again, not perfect, but it sounds like a more appropriate catch-all to me. I renamed Knowledge (the planes) to Cosmology, IMCs. And it's still a useful skill, providing insight into well, the planes obviously, but also beings, objects and phenomena in or from them, history in a [I]really[/I] damn large kinda scope, and whatever else falls into the category. If your campaigns don't deal with a lot of extraplanar stuff - one way or another - then perhaps you'll still need to combine it with something else. Arcana has a bit of a problem, given that Clerics would then either have no (class) access to Spellcraft anymore, or would have full (class) access to 'Knowledge (arcana)' as well. I'd also be really tempted to separate out Swim, at least. Balance and Tumble, I totally get. Escape Artist though, seems to me a different beast. Could it be paired with Use Rope. . .? I'll second Forgery as a component of Craft. It is crafting something, as much as calligraphy or cartography is. There's no 'social engineering' involved, at least not inherently, just accuracy (hopefully.) It should run off Int, and under Craft, it does. I renamed Knowledge (religion) to Theology. It stays, because knowing the ins and outs (e.g., ceremonies) of religions doesn't fall under any other heading (IMHR.) I also created a separate knowledge skill for each monster type (well, most of them.) So, naturally, knowing about the undead is its own thing. YMMV, etc. That's my bunch of semi-random thoughts for now. Hope some of it makes sense, and might even be useful. :) edit --- for a bit of context, I give out [I]more[/I] skill points to everything and everyone. So a lot of my own decisions probably won't be applicable. . . [/QUOTE]
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