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*Dungeons & Dragons
Adding Additional Skills to the game
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<blockquote data-quote="Crimson Longinus" data-source="post: 8091484" data-attributes="member: 7025508"><p>I did recently a new skill list for my upcoming campaign. Unlike you, my approach was somewhat opposite, I mostly merged skills instead of adding new ones. I also got rid of tool and language proficiencies and baked them into the skill system. I considered adding Endurance though, but eventually decided against it. It would be very narrow skill and in most situations you can just use Constitution saving throw instead. I see the logic of most of your additions though. The official knowledge skill list is rather weirdly divided and there are many tasks where it is not clear which one should be used. History often ends up doubling up as general knowledge skill. Personally I don't mind that, except for that it is confusingly named. I can certainly see the argument for separating things like law and knowledge of traditions and customs from it. Of course these are rather setting dependent things, and in some campaigns such a level of differentiation is not necessary. I definitely wouldn't have 'nobility' and 'etiquette' as separate things though, these can easily be the same skill. Also one thing to bear in mind that if you increase the number of skills a lot, you might want to give characters one extra skill proficiency.</p><p></p><p>[SPOILER="My skill list"]STRENGTH</p><p>Athletics</p><p></p><p>DEXTERITY</p><p>Acrobatics</p><p>Stealth</p><p>Thievery (Contains sleight of hand and the use of thieves tools.)</p><p></p><p>INTELLIGENCE</p><p>Arcana (Now contains areas of religion skill that deal with metaphysics and supernatural, instead of mere cultural things.)</p><p>Craftship (General crafting and tech skill. Replaces tool proficiencies. Specialists can have 'expertise' for specific facets of crafting.)</p><p>Investigation</p><p>Linguistics (Measures your skill in different languages, the ease you acquire new ones as well as ability to decipher ancient scripts etc.)</p><p>Lore (General 'sage' skill. For knowing stuff that doesn't fall in any other category. Now contains some uses of religion skill.)</p><p></p><p></p><p>WISDOM</p><p>[Animal Handling (Now contains aspects of nature that directly relate to animal behaviour.)]</p><p>Insight</p><p>Medicine</p><p>Perception</p><p>Survival (Contains most uses of nature skill.)</p><p></p><p>CHARISMA</p><p>Intimidation</p><p>Performance (Now contains the use of musical instruments.)</p><p>Persuasion (Now contains deception)</p><p></p><p>EDIT: after further consideration I nixed Animal Handling too. Most uses of it can go into Survival.</p><p>[/SPOILER]</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 8091484, member: 7025508"] I did recently a new skill list for my upcoming campaign. Unlike you, my approach was somewhat opposite, I mostly merged skills instead of adding new ones. I also got rid of tool and language proficiencies and baked them into the skill system. I considered adding Endurance though, but eventually decided against it. It would be very narrow skill and in most situations you can just use Constitution saving throw instead. I see the logic of most of your additions though. The official knowledge skill list is rather weirdly divided and there are many tasks where it is not clear which one should be used. History often ends up doubling up as general knowledge skill. Personally I don't mind that, except for that it is confusingly named. I can certainly see the argument for separating things like law and knowledge of traditions and customs from it. Of course these are rather setting dependent things, and in some campaigns such a level of differentiation is not necessary. I definitely wouldn't have 'nobility' and 'etiquette' as separate things though, these can easily be the same skill. Also one thing to bear in mind that if you increase the number of skills a lot, you might want to give characters one extra skill proficiency. [SPOILER="My skill list"]STRENGTH Athletics DEXTERITY Acrobatics Stealth Thievery (Contains sleight of hand and the use of thieves tools.) INTELLIGENCE Arcana (Now contains areas of religion skill that deal with metaphysics and supernatural, instead of mere cultural things.) Craftship (General crafting and tech skill. Replaces tool proficiencies. Specialists can have 'expertise' for specific facets of crafting.) Investigation Linguistics (Measures your skill in different languages, the ease you acquire new ones as well as ability to decipher ancient scripts etc.) Lore (General 'sage' skill. For knowing stuff that doesn't fall in any other category. Now contains some uses of religion skill.) WISDOM [Animal Handling (Now contains aspects of nature that directly relate to animal behaviour.)] Insight Medicine Perception Survival (Contains most uses of nature skill.) CHARISMA Intimidation Performance (Now contains the use of musical instruments.) Persuasion (Now contains deception) EDIT: after further consideration I nixed Animal Handling too. Most uses of it can go into Survival. [/SPOILER] [/QUOTE]
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