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Community
General Tabletop Discussion
*Pathfinder & Starfinder
adding and taking away skills
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<blockquote data-quote="Afrodyte" data-source="post: 1901560" data-attributes="member: 8713"><p><strong>Navigate (Int)</strong></p><p></p><p>From what I remember, Intuit Direction was Wisdom-based, but what I'm proposing is something more along the lines of Intelligence. Mathematics, astronomy, special equipment, and other bodies of lore roots navigation firmly in Intelligence rather than Wisdom. I'm not saying navigators can't have hunches, but for the most part the process relies upon logic to work.</p><p></p><p>I know that the current 3.5 rules have navigation under the Survival skill, but as I was thinking about it, it didn't make much sense in the context of someone who does not spend all their time in the wilderness. Knowing how to get where you're going and sustaining yourself on your way there seem like two very different things. The former would be Navigate (Int); the latter Survival. I'm not saying that Survival shouldn't help you figure out the best way to go at all, but I think that familiarity with the terrain (as in, you've been where you're going before) is required for it to work that way.</p><p></p><p>As it stands, the closest thing to what I'm thinking about is a bunch of Knowledge checks. Knowledge (geography) or Knowledge (dungeoneering) for the terrain and Knowledge (astronomy) and Knowledge (mathematics) for accurately plotting a course and estimating how long it would take. Since that uses two to four skills to do one activity (determine how to get from Point A to Point B), narrowing it down to Navigate (Int) seemed like a good idea. Of course, there will be synergy bonuses from Knowledge (astronomy), Knowledge (geography), and Knowledge (nature) when the situation warrants it.</p></blockquote><p></p>
[QUOTE="Afrodyte, post: 1901560, member: 8713"] [b]Navigate (Int)[/b] From what I remember, Intuit Direction was Wisdom-based, but what I'm proposing is something more along the lines of Intelligence. Mathematics, astronomy, special equipment, and other bodies of lore roots navigation firmly in Intelligence rather than Wisdom. I'm not saying navigators can't have hunches, but for the most part the process relies upon logic to work. I know that the current 3.5 rules have navigation under the Survival skill, but as I was thinking about it, it didn't make much sense in the context of someone who does not spend all their time in the wilderness. Knowing how to get where you're going and sustaining yourself on your way there seem like two very different things. The former would be Navigate (Int); the latter Survival. I'm not saying that Survival shouldn't help you figure out the best way to go at all, but I think that familiarity with the terrain (as in, you've been where you're going before) is required for it to work that way. As it stands, the closest thing to what I'm thinking about is a bunch of Knowledge checks. Knowledge (geography) or Knowledge (dungeoneering) for the terrain and Knowledge (astronomy) and Knowledge (mathematics) for accurately plotting a course and estimating how long it would take. Since that uses two to four skills to do one activity (determine how to get from Point A to Point B), narrowing it down to Navigate (Int) seemed like a good idea. Of course, there will be synergy bonuses from Knowledge (astronomy), Knowledge (geography), and Knowledge (nature) when the situation warrants it. [/QUOTE]
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adding and taking away skills
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