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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="Technik4" data-source="post: 987857" data-attributes="member: 7211"><p>Replying to drnucheon:</p><p></p><p>Alchemy now falls under Craft.</p><p></p><p>I daresay that someone who could accurately price an armchair could also price a rare jewel or an intricately made sword. These people tend to devote a lot of time and energy to such things, and I believe there are whole TV shows concerned with it. There are also less "things" in general in a medieval setting.</p><p></p><p>Bluff arguably should be split into Bluff and Feint. However it is not so much to say that a gambler who bluffs well in cards would also bluff well in combat, as long as he knows how to fight. The "bluffing" part is whats difficult to get down, what you apply it to is the easy part.</p><p></p><p>Diplomacy is basically the curbing of ones tongue and the skillfull employment of tact. Being a good diplomat transcends mere vocal language and applies with how you carry yourself, how you react, etc. If you have many ranks in Diplomacy you would know how to be diplomatic towards elves, dwarves, troglodytes, and dragons, you would change your tactics based on what you know about who you are dealing with, but the strategy employed would be the same.</p><p></p><p>Disable Device possibly should have 2 components, a magical and a non-magical version. However most rogues have to give up enough to get by standard "locked" things: Search, Open Locks, Disable Device - 3 skills to basically do one things as it is. I would say that as a younger rogue you learn the mechanics, and as you get older you begin to become steeped with knowledge of the arcane, able to bluff your way past the mightiest glyphs <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I think youre just getting silly with Heal. While treating 3 different wounds is not "exactly the same thing" it is not necessarily 3 different things. All of the basics apply, there are only so many afflictions (read- less broad afflictions than say notes in music) and the ways to treat them overlap a lot, usually involving leaving them lying down, applying pressure, and making an ungent.</p><p></p><p>Open Locks, assuming you are interested in opening locks I assume you would check out all what - 3 varieties? This is becoming a pretty weak arguement.</p><p></p><p>Ride is a different skill for different mounts, IIRC.</p><p></p><p>Survival seems to be a good catch-all type skill. Hopefully it has many synergies with Spot, Listen, Knowledge (Nature) being a few of the more obvious ones. I think this is one that doesnt really have much of a leg to stand on, so I won't bother defending it.</p><p></p><p>Your arguement seems flawed from a few points. You seem to think that Perform has been split into infinite divisions while it has only been split into 10. While Knowledge (Nature) and Knowledge (History) may have little to do with each other, they are both studies of knowledge. In the same way, while Dancing and Singing may not necessarily have anything to do with each other, they are both considered "performing arts" are they not?</p><p></p><p>Perform has always been in the sub-category of skills like Craft, Knowledge, and Profession. Your attempts to make it seem like everything should be divided up are pretty weak, I hope it was a post going for a smile, not trolling.</p><p></p><p>I do think a good "easy" fix would have been to tie a Perform bonus to the level of bard you have obtained, thus simulating that a 20th level bard can "pick up" any instrument and run with it. Base Perform Bonus anyone? </p><p></p><p>Technik</p></blockquote><p></p>
[QUOTE="Technik4, post: 987857, member: 7211"] Replying to drnucheon: Alchemy now falls under Craft. I daresay that someone who could accurately price an armchair could also price a rare jewel or an intricately made sword. These people tend to devote a lot of time and energy to such things, and I believe there are whole TV shows concerned with it. There are also less "things" in general in a medieval setting. Bluff arguably should be split into Bluff and Feint. However it is not so much to say that a gambler who bluffs well in cards would also bluff well in combat, as long as he knows how to fight. The "bluffing" part is whats difficult to get down, what you apply it to is the easy part. Diplomacy is basically the curbing of ones tongue and the skillfull employment of tact. Being a good diplomat transcends mere vocal language and applies with how you carry yourself, how you react, etc. If you have many ranks in Diplomacy you would know how to be diplomatic towards elves, dwarves, troglodytes, and dragons, you would change your tactics based on what you know about who you are dealing with, but the strategy employed would be the same. Disable Device possibly should have 2 components, a magical and a non-magical version. However most rogues have to give up enough to get by standard "locked" things: Search, Open Locks, Disable Device - 3 skills to basically do one things as it is. I would say that as a younger rogue you learn the mechanics, and as you get older you begin to become steeped with knowledge of the arcane, able to bluff your way past the mightiest glyphs :) I think youre just getting silly with Heal. While treating 3 different wounds is not "exactly the same thing" it is not necessarily 3 different things. All of the basics apply, there are only so many afflictions (read- less broad afflictions than say notes in music) and the ways to treat them overlap a lot, usually involving leaving them lying down, applying pressure, and making an ungent. Open Locks, assuming you are interested in opening locks I assume you would check out all what - 3 varieties? This is becoming a pretty weak arguement. Ride is a different skill for different mounts, IIRC. Survival seems to be a good catch-all type skill. Hopefully it has many synergies with Spot, Listen, Knowledge (Nature) being a few of the more obvious ones. I think this is one that doesnt really have much of a leg to stand on, so I won't bother defending it. Your arguement seems flawed from a few points. You seem to think that Perform has been split into infinite divisions while it has only been split into 10. While Knowledge (Nature) and Knowledge (History) may have little to do with each other, they are both studies of knowledge. In the same way, while Dancing and Singing may not necessarily have anything to do with each other, they are both considered "performing arts" are they not? Perform has always been in the sub-category of skills like Craft, Knowledge, and Profession. Your attempts to make it seem like everything should be divided up are pretty weak, I hope it was a post going for a smile, not trolling. I do think a good "easy" fix would have been to tie a Perform bonus to the level of bard you have obtained, thus simulating that a 20th level bard can "pick up" any instrument and run with it. Base Perform Bonus anyone? Technik [/QUOTE]
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