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General Tabletop Discussion
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Adding Additional Skills to the game
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<blockquote data-quote="Minigiant" data-source="post: 8092379" data-attributes="member: 63508"><p>I agree.</p><p></p><p>I wouldn't make something like Etiquette or Law part of the default skills of D&D because few tables get into the depths of a world's legal, business, and land ownership systems. For most it's just a simple Cha check to start up and a roll on some table.</p><p></p><p>But when I DM, the machinations of the elite and unsavory become more and more intrusive as PCs gain level aka power. And being an overly passive participator in the game is choice and a dangerous or limiting one. Wizards live in secluded towers to get away from it all.</p><p></p><p></p><p>Thieves tools really should have been a skill and called Thievery or Skullduggery or something. It's way more useful than what a tool proficiency should be. </p><p></p><p>Especially after the Tasha previews, it's clear that tools proficiency was intended to be minor and ultraspecific compared to the broader use of skills. Woodcarver's tools only work on wooden objects. Thieves tools work on locks and traps, 2 of the most common obstacles in D&D.</p><p></p><p>Dungeoneering is really half the artisan tools combined (carpenter, leatherworker, mason, smith, woodcarver) along with some monster lore. Without a general Academics or Engineering skill, dungeoneering could fill a gap if DMs called for more exploration checks in dungeons. </p><p></p><p>But it would ease the power of Perception in dungeons. I would be okay with Arcana, Nature, Dungeoneering, and Streetwise replacing Perception or Stealth in extraplanar, natural, dungeon, and urban environments in 6e.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 8092379, member: 63508"] I agree. I wouldn't make something like Etiquette or Law part of the default skills of D&D because few tables get into the depths of a world's legal, business, and land ownership systems. For most it's just a simple Cha check to start up and a roll on some table. But when I DM, the machinations of the elite and unsavory become more and more intrusive as PCs gain level aka power. And being an overly passive participator in the game is choice and a dangerous or limiting one. Wizards live in secluded towers to get away from it all. Thieves tools really should have been a skill and called Thievery or Skullduggery or something. It's way more useful than what a tool proficiency should be. Especially after the Tasha previews, it's clear that tools proficiency was intended to be minor and ultraspecific compared to the broader use of skills. Woodcarver's tools only work on wooden objects. Thieves tools work on locks and traps, 2 of the most common obstacles in D&D. Dungeoneering is really half the artisan tools combined (carpenter, leatherworker, mason, smith, woodcarver) along with some monster lore. Without a general Academics or Engineering skill, dungeoneering could fill a gap if DMs called for more exploration checks in dungeons. But it would ease the power of Perception in dungeons. I would be okay with Arcana, Nature, Dungeoneering, and Streetwise replacing Perception or Stealth in extraplanar, natural, dungeon, and urban environments in 6e. [/QUOTE]
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