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General Tabletop Discussion
*Pathfinder & Starfinder
adding and taking away skills
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<blockquote data-quote="Li Shenron" data-source="post: 1900453" data-attributes="member: 1465"><p>General notes:</p><p></p><p>- if you eliminate one skill and use an ability check in place, the only thing you achieve is that it becomes much more difficult to win any task, since no one would have RANKS but just has to use the ability bonus; if you want to do such a thing to some skills which you don't like, you may consider decreasing the DC for the specific tasks</p><p></p><p>- merging skills is a good idea if your target is to let characters have more skills in general and/or making the least versatile skills more popular; however, merging Spot+Listen+Search or Hide+Move Silently isn't the best because those skills are already useful enough to be worth without merging (for example, Hide+MS are often combined into one because most PCs would either take both or none, but the resulting ability of going stealthy is normally worth more than a single skill IMHO)</p><p></p><p>- another way to make some skills more interesting is to just think about new uses for them: this is IMO the best solution but it isn't easy, especially with things like Use Rope which are hard to find new uses for</p><p></p><p></p><p></p><p>I agree that all of these aren't very popular around. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p></p><p></p><p>You can think about it this way: without spending skill points, you can already try to do whatever EA is for, such as squeezing through a space or escaping a grapple. For a few skill points, you can "buy yourself" a bonus to those checks. Remember that you don't have to max the skill out!</p><p></p><p>I wouldn't merge this one. There should be rather some new use to add, but it doesn't come to my mind ATM.</p><p></p><p></p><p></p><p>At the extreme, you can really choose to include all UR uses into a couple of Professions, such as sailor for instance. It doesn't have to be restricted to one only of course (some people think there should only be 1 skill to do each thing, but it is not a must).</p><p></p><p></p><p></p><p>Some book suggested to use this to also write cryptographed messages, but that isn't usually part of the game. Anyway, this skill can be pretty useful depending on the adventure (the DM, IOW). If you're the DM, you can also extend the use to get hints for riddles or anything which relies on logic an math. You can change its name to something more generic...</p><p></p><p></p><p></p><p>...mmm that sounds quite the same actually <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> with the only difference that Craft is usually a class skill for everyone. I'd rather suggest one of the following to think about:</p><p></p><p>1) rename it to Scripture(Int) and make it a more broad skill about writing things [e.g. not just to FAKE writings, but also to write appropriate letters/books/instructions] and eventually also about reading, which may mean to effectively merge it with Decipher Script above</p><p></p><p>2) extend it to making anything fake, not just writings but also fake valuable items, fake coinage, fake tools (which don't work properly or may even harm); clearly it'd be more a skill for NPCs but still more useful than now.</p><p>Going even further, it may include the part of Diguise related to the physical disguise (not the acting, which will move under Bluff or Perform).</p><p></p><p></p><p></p><p>Disguise is a bit odd because it includes both the acting and the preparation, but Cha seems to be appropriate only for the first. At least it could be extended to change the appearance of anything, not just a person but also an object for example (and maybe even a spell).</p><p></p><p></p><p></p><p>As mentioned, this was once Intuit Direction and later rolled into Survival. I allow the usage of Knowledge(Dungeoneering) when underground.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 1900453, member: 1465"] General notes: - if you eliminate one skill and use an ability check in place, the only thing you achieve is that it becomes much more difficult to win any task, since no one would have RANKS but just has to use the ability bonus; if you want to do such a thing to some skills which you don't like, you may consider decreasing the DC for the specific tasks - merging skills is a good idea if your target is to let characters have more skills in general and/or making the least versatile skills more popular; however, merging Spot+Listen+Search or Hide+Move Silently isn't the best because those skills are already useful enough to be worth without merging (for example, Hide+MS are often combined into one because most PCs would either take both or none, but the resulting ability of going stealthy is normally worth more than a single skill IMHO) - another way to make some skills more interesting is to just think about new uses for them: this is IMO the best solution but it isn't easy, especially with things like Use Rope which are hard to find new uses for I agree that all of these aren't very popular around. :) You can think about it this way: without spending skill points, you can already try to do whatever EA is for, such as squeezing through a space or escaping a grapple. For a few skill points, you can "buy yourself" a bonus to those checks. Remember that you don't have to max the skill out! I wouldn't merge this one. There should be rather some new use to add, but it doesn't come to my mind ATM. At the extreme, you can really choose to include all UR uses into a couple of Professions, such as sailor for instance. It doesn't have to be restricted to one only of course (some people think there should only be 1 skill to do each thing, but it is not a must). Some book suggested to use this to also write cryptographed messages, but that isn't usually part of the game. Anyway, this skill can be pretty useful depending on the adventure (the DM, IOW). If you're the DM, you can also extend the use to get hints for riddles or anything which relies on logic an math. You can change its name to something more generic... ...mmm that sounds quite the same actually :) with the only difference that Craft is usually a class skill for everyone. I'd rather suggest one of the following to think about: 1) rename it to Scripture(Int) and make it a more broad skill about writing things [e.g. not just to FAKE writings, but also to write appropriate letters/books/instructions] and eventually also about reading, which may mean to effectively merge it with Decipher Script above 2) extend it to making anything fake, not just writings but also fake valuable items, fake coinage, fake tools (which don't work properly or may even harm); clearly it'd be more a skill for NPCs but still more useful than now. Going even further, it may include the part of Diguise related to the physical disguise (not the acting, which will move under Bluff or Perform). Disguise is a bit odd because it includes both the acting and the preparation, but Cha seems to be appropriate only for the first. At least it could be extended to change the appearance of anything, not just a person but also an object for example (and maybe even a spell). As mentioned, this was once Intuit Direction and later rolled into Survival. I allow the usage of Knowledge(Dungeoneering) when underground. [/QUOTE]
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