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5e Skills - Why I Think a Defined Skill List Would Be Better
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<blockquote data-quote="Greg K" data-source="post: 5956295" data-attributes="member: 5038"><p>Personally, I want a list somewhere between Savage Worlds and 3e in length.</p><p></p><p>Taking the 3e list, I would</p><p></p><p>1. Combine Hide and Move Silent into Stealth</p><p>2. Combine Spot and Listen into Notice</p><p>3. Rework Skills</p><p>a. Craft (the crafting times and allow someone to run a business using their craft). </p><p>b. Craft, Knowledge, Perform like professionwould allow you to earn money. Profession would be for occupations that don't fall under Craft (craftsmen and artisians) , Knowledge (for scholars and sages), Perform (actors, musicians, singers) or rely on another skill.</p><p></p><p>4. Knowledge skills: </p><p>a. Replace Knowledge (local) with Knowledge (Culture) and Knowledge (Underworld)</p><p>b. Knowledge (Arcana): Dragons are moved to their own skill Knowledge (Dragons)</p><p>c. Knowledge (Nature): This skill becomes about knowing about Animals, Plants, etc. Monstrous Humanoids (giants, gnolls, goblins, etc.) are moved to a new skill Knowledge (Culture) (see below). Fey are removed and covered by their own skill, Knowledge (Fey)</p><p>d. Knowledge (Dungeoneering): Aberrations would be moved to another skill Knowledge (Arcana), Knowledge (Culture), Knowledge (Religion), etc. as appropriate to the creature, its origin, and the campaign.</p><p></p><p>5. New Skills</p><p>a. Knowledge (specific Culture/Race): This skill covers knowing local officials, laws, customs, traditions, people, games, legends, locales etc. Each character would start with a bonus for their home culture to ensure that they would know the common things, but might fail at knowing more specialized or secretive knowledge not shared by everyone unless. Monstrous Humanoids (giants, gnolls, goblins, etc.) would fall under this skill each as a specific culture or multiple cultures (e.g, maybe you have desert lizarmen and swamp lizardmen).</p><p></p><p>b. Knowledge (Dragons): </p><p>c. Knowledge (Fey)</p><p>d. Knowledge (Undead): This skill covers knowledge of non-corporeal undead (e.g, ghouls, vampires, zombies)</p><p>e. Knowledge (Underworld): the counterpart to Nobility and Royalty. This skill provides knowledge of underworld figures, whom to contact for black market goods.gang symbols, how to conduct oneself, etc.</p><p></p><p>6. Development of skills and application</p><p>a. 3e skill points, but give more (I was not a fan of pre- 3e proficiencies nor am I a fan of skill bonuses in 4e or as being less important than abilities scores as in Next)</p><p>b. Allow alternate ability core uses as was a variant and 3e and proposed for Next. </p><p>* Handle Animal or Ride with Int or Wis to appraise the animal as appropriate. </p><p>* Craft to appraise the manufacture quality</p><p>* Non-magical attack bonus + wis to appraise the martial skill of an opponent</p><p>* Ride+ strength to control a spooked mount</p></blockquote><p></p>
[QUOTE="Greg K, post: 5956295, member: 5038"] Personally, I want a list somewhere between Savage Worlds and 3e in length. Taking the 3e list, I would 1. Combine Hide and Move Silent into Stealth 2. Combine Spot and Listen into Notice 3. Rework Skills a. Craft (the crafting times and allow someone to run a business using their craft). b. Craft, Knowledge, Perform like professionwould allow you to earn money. Profession would be for occupations that don't fall under Craft (craftsmen and artisians) , Knowledge (for scholars and sages), Perform (actors, musicians, singers) or rely on another skill. 4. Knowledge skills: a. Replace Knowledge (local) with Knowledge (Culture) and Knowledge (Underworld) b. Knowledge (Arcana): Dragons are moved to their own skill Knowledge (Dragons) c. Knowledge (Nature): This skill becomes about knowing about Animals, Plants, etc. Monstrous Humanoids (giants, gnolls, goblins, etc.) are moved to a new skill Knowledge (Culture) (see below). Fey are removed and covered by their own skill, Knowledge (Fey) d. Knowledge (Dungeoneering): Aberrations would be moved to another skill Knowledge (Arcana), Knowledge (Culture), Knowledge (Religion), etc. as appropriate to the creature, its origin, and the campaign. 5. New Skills a. Knowledge (specific Culture/Race): This skill covers knowing local officials, laws, customs, traditions, people, games, legends, locales etc. Each character would start with a bonus for their home culture to ensure that they would know the common things, but might fail at knowing more specialized or secretive knowledge not shared by everyone unless. Monstrous Humanoids (giants, gnolls, goblins, etc.) would fall under this skill each as a specific culture or multiple cultures (e.g, maybe you have desert lizarmen and swamp lizardmen). b. Knowledge (Dragons): c. Knowledge (Fey) d. Knowledge (Undead): This skill covers knowledge of non-corporeal undead (e.g, ghouls, vampires, zombies) e. Knowledge (Underworld): the counterpart to Nobility and Royalty. This skill provides knowledge of underworld figures, whom to contact for black market goods.gang symbols, how to conduct oneself, etc. 6. Development of skills and application a. 3e skill points, but give more (I was not a fan of pre- 3e proficiencies nor am I a fan of skill bonuses in 4e or as being less important than abilities scores as in Next) b. Allow alternate ability core uses as was a variant and 3e and proposed for Next. * Handle Animal or Ride with Int or Wis to appraise the animal as appropriate. * Craft to appraise the manufacture quality * Non-magical attack bonus + wis to appraise the martial skill of an opponent * Ride+ strength to control a spooked mount [/QUOTE]
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