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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
3.5 Perform, Diplomacy
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<blockquote data-quote="drnuncheon" data-source="post: 987809" data-attributes="member: 96"><p>You know, you guys are right. I'm convinced. Perform should absolutely be split up. But while we're at it, there are a few other problems I have with the skill system. It seems to me like <strong>most</strong> of these skills are way too broad. They encompass too many subdivisions, and that's just way too unrealistic for me.</p><p></p><p>Alchemy? Sure, there are some similarities between creating a tanglefoot bag and a thunderstone, but they can't be that great. Alchemy shoul dbe one skill for every different type of item, with maybe some synergy bonuses for related types.</p><p></p><p>Appraise? Someone who's knowledgable about good weaponry or furniture doesn't necessarily know antique jewelry from costume pieces. This skill should obviously be split up into areas of specialization.</p><p></p><p>Bluff? Someone who is an expert liar in a social situation shouldn't have to be a master of feinting in combat. This one should be split into Bluff and Feint.</p><p></p><p>Diplomacy should be a different skill for each culture one is expected to deal with, because the customs aren't the same when you're talking about orcish raiders from the north or the Byzantine interplays of the Sultan's court, and what will get you respectfully listened to in one place will have you lose your head in the other.</p><p></p><p>Disable device lets you get around not only pressure plates and tripwires, but also <em>glyphs of warding</em> - surely that should be two separate skills! They're so different, after all, and rogues have <em>plenty</em> of skill points.</p><p></p><p>Handle Animal should be separated by type of animal. Dogs are different from horses, after all.</p><p></p><p>Heal? Treating someone for poison is different than curing a disease, which is different from bandaging a wound. We'd better make this into three skills.</p><p></p><p>Open Lock? Padlocks use different techniques from combination locks or puzzle locks. Three skills here, because we wouldn't want to be <em>unrealistic</em> about things. Right?</p><p></p><p>Ride...ride should be a different skill for each kind of mount, don't you agree? Riding a giant eagle is nothing like riding a horse!</p><p></p><p>Survival should be split up, too. It could either be split by type of acticity - tracking, intuit direction, shelter building, etc. - or by terrain that you are familiar with surviving in, because surviving in the jungle takes different skills than surviving in the arctic. To be safe we'd better split it up <u>both</u> ways.</p><p></p><p>...then again, maybe leaving 'Perform' as a single skill isn't any more unrealistic than anything else in the skill system.</p></blockquote><p></p>
[QUOTE="drnuncheon, post: 987809, member: 96"] You know, you guys are right. I'm convinced. Perform should absolutely be split up. But while we're at it, there are a few other problems I have with the skill system. It seems to me like [b]most[/b] of these skills are way too broad. They encompass too many subdivisions, and that's just way too unrealistic for me. Alchemy? Sure, there are some similarities between creating a tanglefoot bag and a thunderstone, but they can't be that great. Alchemy shoul dbe one skill for every different type of item, with maybe some synergy bonuses for related types. Appraise? Someone who's knowledgable about good weaponry or furniture doesn't necessarily know antique jewelry from costume pieces. This skill should obviously be split up into areas of specialization. Bluff? Someone who is an expert liar in a social situation shouldn't have to be a master of feinting in combat. This one should be split into Bluff and Feint. Diplomacy should be a different skill for each culture one is expected to deal with, because the customs aren't the same when you're talking about orcish raiders from the north or the Byzantine interplays of the Sultan's court, and what will get you respectfully listened to in one place will have you lose your head in the other. Disable device lets you get around not only pressure plates and tripwires, but also [i]glyphs of warding[/i] - surely that should be two separate skills! They're so different, after all, and rogues have [i]plenty[/i] of skill points. Handle Animal should be separated by type of animal. Dogs are different from horses, after all. Heal? Treating someone for poison is different than curing a disease, which is different from bandaging a wound. We'd better make this into three skills. Open Lock? Padlocks use different techniques from combination locks or puzzle locks. Three skills here, because we wouldn't want to be [i]unrealistic[/i] about things. Right? Ride...ride should be a different skill for each kind of mount, don't you agree? Riding a giant eagle is nothing like riding a horse! Survival should be split up, too. It could either be split by type of acticity - tracking, intuit direction, shelter building, etc. - or by terrain that you are familiar with surviving in, because surviving in the jungle takes different skills than surviving in the arctic. To be safe we'd better split it up [u]both[/u] ways. ...then again, maybe leaving 'Perform' as a single skill isn't any more unrealistic than anything else in the skill system. [/QUOTE]
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