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<blockquote data-quote="Yaarel" data-source="post: 9656383" data-attributes="member: 58172"><p>I am normally opposed to 'wasting' a skill choice on Endurance.</p><p></p><p>But now that 5.24 has new rules for Exhaustion ... that DM doesnt need to feel guilty about enforcing ...</p><p></p><p>Maybe Exhaustion can be a routine − sometimes even fun − part of the game. So the Endurance skill that can (among other things) play around with the Exhaustion, might now be worthwhile having.</p><p></p><p></p><p></p><p></p><p>This is cool. I want to see 'background' continue to develop at higher levels. I am also curious about how the Bastion system can relate to skill usage and development. Here the old school goals of build a Wizard Tower, Temple, Fortress, Thieves Guild, work well with the Bastion concept, and with application of skills.</p><p></p><p></p><p>I tend to use <strong>Nature</strong> for too many different things.</p><p></p><p>I might add an <strong>Alchemy</strong> skill drawing inspiration from European (hellenist) and Asian (daoist).</p><p></p><p>Alchemy also relates to the Five Elements (Ether, Fire, Air, Water, and Earth), and their respective planes. (I might treat Plant/botany, as if a kind of element, and in this case, the Material Plane is the plant realm, understood as a living amalgam of the other five Elements.) Additionally, Alchemy handles chemistry and physics, as well as earth sciences, like geology, and so on. I keep Medicine, but there is some overlap with Alchemy and Medicine beyond the quest for immortality.</p><p></p><p>I am now using <strong>Arcana</strong> only for spellcasting, magic auras, and magic items. The planar knowledge will split off to other skills, but I am still working on that. I will definitely give knowledge about the Astral Plane, including Celestial and Fiend, plus Aberration, to the <strong>Religion</strong> skill. In my head canon, the Astral Plane is a collective archetypal mindscape that cultures form within the Astral. Then Aberrations are a kind of 'Anti-Astral' Plane. <strong>Alchemy</strong> gets the Elemental Planes, including Ethereal. I might give Fey and Shadow to a different a skill.</p><p></p><p></p><p>Splitting <strong>Survival</strong> into <strong>Airways</strong>, <strong>Dungeoneering</strong>, <strong>Roadways</strong>, <strong>Riverways</strong>, and <strong>Seamanship</strong>, (aka Seafare, Seafaring) sounds legit. At the same time, these traderoutes also relate to <strong>Commerce</strong>, and may need coordination for what each skill is responsible. Maybe leave Survival strictly for wildernesses.</p><p></p><p><strong>Skillduggery</strong> sounds fun, sounds useful. I guess both cops and robbers gain proficiency in it.</p><p>I notice <strong>High Society</strong> (aka Decorum) is the counterpart.</p><p></p><p><strong>Endurance</strong> sounds like it might be worth having after all. Eventually I will look more carefully at how the Exhaustion mechanic feels in play.</p><p></p><p>For <strong>Sage Lore</strong> (Sagacity?), there is much overlap with other skills.</p><p>architecture → Mechanics (aka Engineering, Wrightcraf)</p><p>mathematics → Mechanics</p><p>art → Performance</p><p>astronomy → so far I have been using Survival, but might overlap with Nature and Alchemy.</p><p>oceanography → Nature, Seamanship</p><p>botony (I am leaning toward making Survival the 'botony' skill, relating to forest and wildernesses of various kinds)</p><p>chemistry → Alchemy</p><p>geography → maps? traderoutes? commerce?</p><p>meteorology → had been using Survival, might use Nature depending on what Nature is.</p><p>philosophy → Religion, in the sense of Astral Plane Planescape with different factions</p><p>sociology → History</p><p>zoology → Intelligence (Animal Handling)</p><p>Streetwise → I am happy with Persuasion to extract information</p><p></p><p><strong>Craft</strong>, I love 5e artisan toolsets for crafting items</p><p></p><p><strong>Gaming</strong> feels too narrow for a knowledge skill (might work as a toolset granting a player more than one game)</p><p></p><p><strong>Folklore</strong> → I might need this for knowledgeability about Feywild and Shadowfell</p><p></p><p></p><p>Yeah, that is what I have been doing too.</p><p></p><p>Note, I made Deception Intelligence (typically), in the sense of keen observation, extensive knowledgeability, and the ability to create a replica (in this case a disguise) that can fool experts. For a disguise, to pass as an anonymous person is just an Intelligence (Deception) check. But to impersonate a specific individual would be much more difficult, probably require an additional Charisma (Performance) check, and possibly other kinds of checks as well if the situations came up.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 9656383, member: 58172"] I am normally opposed to 'wasting' a skill choice on Endurance. But now that 5.24 has new rules for Exhaustion ... that DM doesnt need to feel guilty about enforcing ... Maybe Exhaustion can be a routine − sometimes even fun − part of the game. So the Endurance skill that can (among other things) play around with the Exhaustion, might now be worthwhile having. This is cool. I want to see 'background' continue to develop at higher levels. I am also curious about how the Bastion system can relate to skill usage and development. Here the old school goals of build a Wizard Tower, Temple, Fortress, Thieves Guild, work well with the Bastion concept, and with application of skills. I tend to use [B]Nature[/B] for too many different things. I might add an [B]Alchemy[/B] skill drawing inspiration from European (hellenist) and Asian (daoist). Alchemy also relates to the Five Elements (Ether, Fire, Air, Water, and Earth), and their respective planes. (I might treat Plant/botany, as if a kind of element, and in this case, the Material Plane is the plant realm, understood as a living amalgam of the other five Elements.) Additionally, Alchemy handles chemistry and physics, as well as earth sciences, like geology, and so on. I keep Medicine, but there is some overlap with Alchemy and Medicine beyond the quest for immortality. I am now using [B]Arcana[/B] only for spellcasting, magic auras, and magic items. The planar knowledge will split off to other skills, but I am still working on that. I will definitely give knowledge about the Astral Plane, including Celestial and Fiend, plus Aberration, to the [B]Religion[/B] skill. In my head canon, the Astral Plane is a collective archetypal mindscape that cultures form within the Astral. Then Aberrations are a kind of 'Anti-Astral' Plane. [B]Alchemy[/B] gets the Elemental Planes, including Ethereal. I might give Fey and Shadow to a different a skill. Splitting [B]Survival[/B] into [B]Airways[/B], [B]Dungeoneering[/B], [B]Roadways[/B], [B]Riverways[/B], and [B]Seamanship[/B], (aka Seafare, Seafaring) sounds legit. At the same time, these traderoutes also relate to [B]Commerce[/B], and may need coordination for what each skill is responsible. Maybe leave Survival strictly for wildernesses. [B]Skillduggery[/B] sounds fun, sounds useful. I guess both cops and robbers gain proficiency in it. I notice [B]High Society[/B] (aka Decorum) is the counterpart. [B]Endurance[/B] sounds like it might be worth having after all. Eventually I will look more carefully at how the Exhaustion mechanic feels in play. For [B]Sage Lore[/B] (Sagacity?), there is much overlap with other skills. architecture → Mechanics (aka Engineering, Wrightcraf) mathematics → Mechanics art → Performance astronomy → so far I have been using Survival, but might overlap with Nature and Alchemy. oceanography → Nature, Seamanship botony (I am leaning toward making Survival the 'botony' skill, relating to forest and wildernesses of various kinds) chemistry → Alchemy geography → maps? traderoutes? commerce? meteorology → had been using Survival, might use Nature depending on what Nature is. philosophy → Religion, in the sense of Astral Plane Planescape with different factions sociology → History zoology → Intelligence (Animal Handling) Streetwise → I am happy with Persuasion to extract information [B]Craft[/B], I love 5e artisan toolsets for crafting items [B]Gaming[/B] feels too narrow for a knowledge skill (might work as a toolset granting a player more than one game) [B]Folklore[/B] → I might need this for knowledgeability about Feywild and Shadowfell Yeah, that is what I have been doing too. Note, I made Deception Intelligence (typically), in the sense of keen observation, extensive knowledgeability, and the ability to create a replica (in this case a disguise) that can fool experts. For a disguise, to pass as an anonymous person is just an Intelligence (Deception) check. But to impersonate a specific individual would be much more difficult, probably require an additional Charisma (Performance) check, and possibly other kinds of checks as well if the situations came up. [/QUOTE]
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