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5e Skills whats your opinion
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<blockquote data-quote="Saeviomagy" data-source="post: 6819154" data-attributes="member: 5890"><p>The list of skills is random and contains too much resolution in some places and not enough in others. </p><p>The rules for using specific skills are typically pretty poorly thought out. </p><p>Passive vs active skill distinction is totally arbitrary. </p><p>The distinction between tool proficiencies and regular skills is odd and unnecessary.</p><p>The allocation of skills between stats is arbitrary, random, illogical and completely unbalanced.</p><p>Expertise isn't very well thought out, leading to issues with verisimilitude.</p><p></p><p>In short, I find things are much better if I ignore most of the rules for them.</p><p></p><p>I revert to the old 3e 'take 10' and 'take 20' rules instead of passive vs active skills.</p><p>I allow pairing any skill with any stat with a sufficient justification</p><p>I allow a range of skills to fill the same niche (ie - you can usually switch athletics and acrobatics for each other. You can usually use deception, persuasion and intimidation interchangeably, and they could be defended against by a long list of skills, depending on the specific interaction)</p><p>I rewrite investigation to be "finding out information about a subject by interaction" and perception to be "finding out information about a subject without interaction"</p><p>Most skill contests pit a skill roll vs a static DC (ie - one side takes 10, the other side rolls)</p><p>I allow picking up any skill or language through 200 days of practice, which is not an exclusive task. Shorter periods of practice give partial proficiency.</p><p>Most tool proficiencies are just normal skills, and having a tool gives you a bonus.</p><p>Perform covers musical instruments, and also works as a "persuade/deceive/intimidate" for crowds.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 6819154, member: 5890"] The list of skills is random and contains too much resolution in some places and not enough in others. The rules for using specific skills are typically pretty poorly thought out. Passive vs active skill distinction is totally arbitrary. The distinction between tool proficiencies and regular skills is odd and unnecessary. The allocation of skills between stats is arbitrary, random, illogical and completely unbalanced. Expertise isn't very well thought out, leading to issues with verisimilitude. In short, I find things are much better if I ignore most of the rules for them. I revert to the old 3e 'take 10' and 'take 20' rules instead of passive vs active skills. I allow pairing any skill with any stat with a sufficient justification I allow a range of skills to fill the same niche (ie - you can usually switch athletics and acrobatics for each other. You can usually use deception, persuasion and intimidation interchangeably, and they could be defended against by a long list of skills, depending on the specific interaction) I rewrite investigation to be "finding out information about a subject by interaction" and perception to be "finding out information about a subject without interaction" Most skill contests pit a skill roll vs a static DC (ie - one side takes 10, the other side rolls) I allow picking up any skill or language through 200 days of practice, which is not an exclusive task. Shorter periods of practice give partial proficiency. Most tool proficiencies are just normal skills, and having a tool gives you a bonus. Perform covers musical instruments, and also works as a "persuade/deceive/intimidate" for crowds. [/QUOTE]
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