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<blockquote data-quote="Quickleaf" data-source="post: 1948817" data-attributes="member: 20323"><p>What a great thread! Shurai, you officially gain another 20 minutes of sainthood. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>First, get rid of skill synergies - nice idea, but too complicated. </p><p></p><p>Next, get rid of an ability being tied to a skill (e.g. Move silently & Dex). Apply ability modifiers on the fly according to the situation. Here is an example of how this might look with the Stealth skill (a combination of move silently & hide). NOTE: This doesn't get written out, but remains undefined for each GM to arbitrate spontaneously.</p><p>Stealth (Str) = sneaking while dragging a heavy body across the floor</p><p>Stealth (Dex) = sneaking above the guards by rooftop</p><p>Stealth (Con) = sneaking up on someone in the midst of a poison gas cloud</p><p>Stealth (Int) = determining if you know about a particular hiding spot, attempting to sneak in a particularly cunning way</p><p>Stealth (Wis) = choosing the right person in a crowd to sneak up upon</p><p>Stealth (Cha) = getting in touch with a contact who can smuggle you out of the city in the back of his wagon</p><p></p><p>Lastly, reorganize skills to reduce the number and repetitiveness. You might even consider a system in which all skills are tied to a profession. For example, a PC with a skill of High-Class Criminal +4 would gain her skill bonus on attempts to bluff, forgery, gather information, laundering money, intimidate, knowledge (local crime), knowledge (nobility), accounting, and sensing the motives of other criminals. </p><p>This system's main drawback is: It's vague. And intentionally so. This way, there are no cross-class skills. Either a character has a profession, or they don't.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 1948817, member: 20323"] What a great thread! Shurai, you officially gain another 20 minutes of sainthood. ;) First, get rid of skill synergies - nice idea, but too complicated. Next, get rid of an ability being tied to a skill (e.g. Move silently & Dex). Apply ability modifiers on the fly according to the situation. Here is an example of how this might look with the Stealth skill (a combination of move silently & hide). NOTE: This doesn't get written out, but remains undefined for each GM to arbitrate spontaneously. Stealth (Str) = sneaking while dragging a heavy body across the floor Stealth (Dex) = sneaking above the guards by rooftop Stealth (Con) = sneaking up on someone in the midst of a poison gas cloud Stealth (Int) = determining if you know about a particular hiding spot, attempting to sneak in a particularly cunning way Stealth (Wis) = choosing the right person in a crowd to sneak up upon Stealth (Cha) = getting in touch with a contact who can smuggle you out of the city in the back of his wagon Lastly, reorganize skills to reduce the number and repetitiveness. You might even consider a system in which all skills are tied to a profession. For example, a PC with a skill of High-Class Criminal +4 would gain her skill bonus on attempts to bluff, forgery, gather information, laundering money, intimidate, knowledge (local crime), knowledge (nobility), accounting, and sensing the motives of other criminals. This system's main drawback is: It's vague. And intentionally so. This way, there are no cross-class skills. Either a character has a profession, or they don't. [/QUOTE]
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