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Combat/Non-Combat/Tradeskill Character Option
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<blockquote data-quote="Kannik" data-source="post: 4740486" data-attributes="member: 984"><p>Hmm, I guess Authority and Contacts are indeed quite similar in what they do, though the means through which they do it could be quite different. This bears a second look, maybe I can condense the two together in a way. </p><p></p><p></p><p></p><p>With Learned I want to simulate the trope of the Sage who just knows so much about so much, even if it isn’t their specialty, and in where it is in their specialty their knowledge is unsurpassed. Rather than give a simple bonus to knowledge checks this broadens the character’s scope, gives a way for the DM to pass on some truly obscure information (a hint or clue to start an adventure?), and still allows the character a bonus on a regular knowledge check but not necessarily a guaranteed bonus. </p><p></p><p></p><p></p><p>That was one of the last skills I did the writeup for – I wasn’t sure what to give the Wild One as a benefit and wanted to stay away, again, from a simple bonus to nature skill rolls. I tried to make Read the Land go beyond what I considered the normal purveyance of the Nature skill would give, and everything I suggested could be part of a Nature roll if the DM allowed it. Any ideas of what could replace this skill?</p><p></p><p></p><p></p><p>What I like about this one (and really what’s also neat about Farming and Soldiering I see now) is that the skill covers many different aspects, ie there’s navigation and management and survival and maintenance. Which, I guess, if I can make most of the skills do (something Read the Land could be missing) would make them more compelling as new skills vs just some specialization of some other skills. </p><p></p><p></p><p></p><p>Excellent... so if I can bring the other skills (that aren’t introducing something wholly new) up to the same 'level' or utility of those two skills, it would be a richer system. </p><p></p><p>Cool. Something to work towards. }<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>Kannik</p></blockquote><p></p>
[QUOTE="Kannik, post: 4740486, member: 984"] Hmm, I guess Authority and Contacts are indeed quite similar in what they do, though the means through which they do it could be quite different. This bears a second look, maybe I can condense the two together in a way. With Learned I want to simulate the trope of the Sage who just knows so much about so much, even if it isn’t their specialty, and in where it is in their specialty their knowledge is unsurpassed. Rather than give a simple bonus to knowledge checks this broadens the character’s scope, gives a way for the DM to pass on some truly obscure information (a hint or clue to start an adventure?), and still allows the character a bonus on a regular knowledge check but not necessarily a guaranteed bonus. That was one of the last skills I did the writeup for – I wasn’t sure what to give the Wild One as a benefit and wanted to stay away, again, from a simple bonus to nature skill rolls. I tried to make Read the Land go beyond what I considered the normal purveyance of the Nature skill would give, and everything I suggested could be part of a Nature roll if the DM allowed it. Any ideas of what could replace this skill? What I like about this one (and really what’s also neat about Farming and Soldiering I see now) is that the skill covers many different aspects, ie there’s navigation and management and survival and maintenance. Which, I guess, if I can make most of the skills do (something Read the Land could be missing) would make them more compelling as new skills vs just some specialization of some other skills. Excellent... so if I can bring the other skills (that aren’t introducing something wholly new) up to the same 'level' or utility of those two skills, it would be a richer system. Cool. Something to work towards. }:) Kannik [/QUOTE]
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