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*Pathfinder & Starfinder
variant skill list (45+ -> 24)
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<blockquote data-quote="evilbob" data-source="post: 3959645" data-attributes="member: 9789"><p><strong>infinite -> 22</strong></p><p></p><p>I have updated my OP with a fairly substantial set of changes, mainly based on the feedback from this thread. I've taken UMD out of Arcane, merged Know(history) with the rest of the Social Studies skills and completely smashed Survival. It's now spread over 3 skills, each depending on where you are - underground/inside, outdoors, or another plane. I've also stuck Forgery firmly into the completely overhauleded Craft - which is compressed down to one skill, as per my own posts above. And I added a few tiny things here and there as well; for example, I made Heal better, since it needed something to help it compete.</p><p></p><p>I've actually taken the entire skill list down to 22. Again: this is a system designed to make things simpler and faster, be accessable, be backward compatible, and make every skill really -worth- something. It gives up a lot of realism in order to streamline the skills and make them more valuable. There are large swaths of things that are lumped together, which may be too much - but it is hoped that it was worth their combined total.</p><p></p><p>Again, there are still problems, and feedback is appreciated. For one, several skills may need to really be broken out again: it's hard to think about Survival without the Wisdom modifier (although it makes sense under Int as well), Craft is a crazy thing, and History still doesn't seem quite right. But it's worth looking at them under this light as well. Suggestions welcome!</p></blockquote><p></p>
[QUOTE="evilbob, post: 3959645, member: 9789"] [b]infinite -> 22[/b] I have updated my OP with a fairly substantial set of changes, mainly based on the feedback from this thread. I've taken UMD out of Arcane, merged Know(history) with the rest of the Social Studies skills and completely smashed Survival. It's now spread over 3 skills, each depending on where you are - underground/inside, outdoors, or another plane. I've also stuck Forgery firmly into the completely overhauleded Craft - which is compressed down to one skill, as per my own posts above. And I added a few tiny things here and there as well; for example, I made Heal better, since it needed something to help it compete. I've actually taken the entire skill list down to 22. Again: this is a system designed to make things simpler and faster, be accessable, be backward compatible, and make every skill really -worth- something. It gives up a lot of realism in order to streamline the skills and make them more valuable. There are large swaths of things that are lumped together, which may be too much - but it is hoped that it was worth their combined total. Again, there are still problems, and feedback is appreciated. For one, several skills may need to really be broken out again: it's hard to think about Survival without the Wisdom modifier (although it makes sense under Int as well), Craft is a crazy thing, and History still doesn't seem quite right. But it's worth looking at them under this light as well. Suggestions welcome! [/QUOTE]
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