The Mirrorball Man
Aventurier
As far as I’m concerned, adding Streetwise, Culture, Bureaucracy and Dungeoneering feels essential to the Exploration pillar.
Streetwise - PersuasionAs far as I’m concerned, adding Streetwise, Culture, Bureaucracy and Dungeoneering feels essential to the Exploration pillar.
This doesn’t work for me at all. Why not have just two skills: Knowledge and Doing stuff? To me, collapsing wildly different concepts into very broad skills sounds absurd.Streetwise - Persuasion
Culture - History
Bureaucracy - History
Dungeoneering - Nature
Possibly, I might add Alchemy as a new skill, including metallurgy, stonework, construction, gems, and other things related to chemistry and material sciences.
Streetwise - Persuasion
Culture - History
Bureaucracy - History
Dungeoneering - Nature
I'd be very careful adding new skills to the game. You don't get that many skills, and the skills themselves are somewhat imbalanced (perception). I took the approach of adding new tools, which are easier to acquire and generally less powerful. A few things I had a hard time finding a "tool" for, and just called them minor skills. The exiting kill can include a lot of things, so not everything is necessary.
- Endurance is part of Athletics, you just need to make it a Constitution/Athletics check. It's easier to incorporate using alternate abilities than to add an entirely new skill.
- For most settings, Etiquette is best handled by Wisdom/Insight, as it's just about avoiding social traps. In a setting dedicated to crucial social etiquette, such as Rokugan or Kura-Tur, then Charisma/Performance seems more appropriate.
- Dungeoneering is currently used under Survival. I can understand the incorporation of this if you want to make a significant difference between wilderness survival and underground survival.
- Law and Nobility are a bit tricky, because they're nowhere near a good as a full skill. Arguably both could be used under History. My suggestion to handling this is to create a minor skill called "Cultural Lore." All characters are automatically proficient for their race or region they were raised (not both). It can be chosen and learned during downtime like a tool. Racial proficiency gives more broad information about the race as a whole, while the region gives very specific information, but only for that region.
- Streetwise can be handled in a couple of way. You could make it a minor skill, like Law and Nobility, but I'm not a huge fan of this. My method breaks it into separate options based on what the character's do. If the players are just trying to overhear gossip, it's Wisdom/Insight, and it will grant some vague information that might be followed up on. If they socialize with the locals to pick up information, it's Charisma/Persuasion, and it'll give information about a specific topic, but probably not detailed information. If they're trying to track down specific information about a specific topic, it's Intelligence/Investigation to put together the clues of everything they've overheard. The DCs for each are going to vary based on the information desired and the availability of it, but in general Insight is easier than Persuasion, which is easier than Investigation.
As far as I’m concerned, adding Streetwise, Culture, Bureaucracy and Dungeoneering feels essential to the Exploration pillar.