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General Tabletop Discussion
*Dungeons & Dragons
Adding Additional Skills to the game
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<blockquote data-quote="DEFCON 1" data-source="post: 8091802" data-attributes="member: 7006"><p>I always use the 'Alternative Ability Score' variant rule, where I ask for an Ability Check and the player can then possibly add a skill they are proficient at. By doing this, and seeing what usually got applied... I was able to determine which skills were unnecessary in this system, and what categories of stuff felt like they were missing. Thus I merged some skills and added new ones.</p><p></p><p><strong>Animal Handling</strong> was merged into Nature; usually a Wisdom (Nature) check.</p><p><strong>Acrobatics</strong> was merged into Athletics; usually a Dexterity (Athletics) check.</p><p><strong>Intimidation</strong> was merged into Persuasion; usually a Strength (Persuasion) check.</p><p><strong>Medicine</strong> was merged into Survival; usually a Wisdom (Survival) check.</p><p><strong>Sleight of Hand</strong> was merged into Deception; usually a Dexterity (Deception) check.</p><p></p><p>New skills included:</p><p><strong>Commerce </strong>(for interacting with merchants, appraising, haggling, and anything money related)</p><p><strong>Dungeoneering</strong> (for everything related to spelunking, dungeoncrawling and the Underdark)</p><p><strong>Etiquette</strong> (for interacting with things related to nobility, high society, castles and the like)</p><p><strong>Folklore</strong> (for interacting with commoners, low society, and stories/lore that the common folk might know)</p><p><strong>Mechanics</strong> (for things related to architecture, engineering, tinkering, and took the place of Thieve's Tools proficiency)</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 8091802, member: 7006"] I always use the 'Alternative Ability Score' variant rule, where I ask for an Ability Check and the player can then possibly add a skill they are proficient at. By doing this, and seeing what usually got applied... I was able to determine which skills were unnecessary in this system, and what categories of stuff felt like they were missing. Thus I merged some skills and added new ones. [B]Animal Handling[/B] was merged into Nature; usually a Wisdom (Nature) check. [B]Acrobatics[/B] was merged into Athletics; usually a Dexterity (Athletics) check. [B]Intimidation[/B] was merged into Persuasion; usually a Strength (Persuasion) check. [B]Medicine[/B] was merged into Survival; usually a Wisdom (Survival) check. [B]Sleight of Hand[/B] was merged into Deception; usually a Dexterity (Deception) check. New skills included: [B]Commerce [/B](for interacting with merchants, appraising, haggling, and anything money related) [B]Dungeoneering[/B] (for everything related to spelunking, dungeoncrawling and the Underdark) [B]Etiquette[/B] (for interacting with things related to nobility, high society, castles and the like) [B]Folklore[/B] (for interacting with commoners, low society, and stories/lore that the common folk might know) [B]Mechanics[/B] (for things related to architecture, engineering, tinkering, and took the place of Thieve's Tools proficiency) [/QUOTE]
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