Compressing the skill list: Opinions?

Spellslinger combines a handful of skills in an interesting way:

Athletics (Balance, Climb, Jump, Swim)
Chat (Diplomacy, Gather Information)
Creep (Hide, Move Silently)
Deceive (Bluff, Disguise, Forgery)
Heist (Disable Device, Open Lock, Sleight of Hand)
Senses (Listen, Search, Spot)
Tumble (Escape Artist, Tumble)
 

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Besides the house rules listed here, Arcana Evolved, Spellslinger, Blue Rose, and d20 Modern (which folded open lock into disable device), what other compressed skill lists are out there? Has anything out there done anything innovative to address CRGreathouse's concerns about too many skill points going to a smaller pool of skills? Even more interestingly - has anything out there (besides, like, Castles and Crusades) done something other than skill points with d20?
 

I'm resurrecting this thread, because - heck, why start a new one when this one already has some great information :) . And it's been in the ground so long it doesn't even stink anymore...

I have been working on combining skills lately, and so was looking for feedback from others as well - what they've done and what they did. The challenge is making the skills equivalent in power, and that is just about impossible. A skill point in craft(alchemy) != a skill point in spot (especially if combined with listen).

I combined the skills tentatively as follows:
Spot, listen = observe
Hide, move silently = stealth
craft/profession combined (but still separated into the various fields)
Survival separated into the related knowledge skills
Spellcraft separated into the related knowledge skills
Appraise, Forgery, decipher script = examine
Bluff, intimidate, and diplomacy = influence person (not sure I like this one)
Ride absorbed into handle animal (not sure I like this one either)
Balance, tumble, escape artist = acrobatics
Climb, jump, (maybe swim?) = athletics
open lock, disable device, (maybe sleight of hand too?) = thievery
Use Magic Device absorbed into the related knowledge (arcane/divine)

The drawbacks I see to this are:
Difficult to re-balance skill point distribution - I initially tried by taking the percentage of skills lost numerically for each class and applying it to the number of skill points per level, and the 2+, 4+, 6+, 8+ became about 1.5, 3, 4, 4.5. Rounded to 2,3,4,5. However, because of the combining of many skills, it still was seeming to be more powerful than needed for the rogue, and should probably be 2,3,4,4.

There is still a problem with some skills being vastly more useful than others. This is mitigated somewhat by the skill point cap of level+3.

I have considered separating the skills into groups or categories, and then having certain groups or categories be able to be selected as class skills (instead of the current way) but I haven't been able to think of a good way to do that.

Another option would be to have certain skills get +2 ranks for each point spent (with the normal max, though), but that could get complex. How to choose? Well, personally - the ones that are more likely to be chosen for flavor.

Honestly, to me the skill point system itself starts being a bit broken after about 6th level. The bonuses get so high when something is maxed out that many things are a cakewalk. Some DCs scale - monster knowledge checks, concentration checks - but most do not.

edit - the other drawback to combining skill points is less individuality. For example, by combining forgery and appraise, I took away the option of having someone be good at one and not the other. Combining bluff, intimidate, and diplomacy would be an issue for someone that wants bluff for the feinting (which I disagree with anyway) or that just wants to be an intimidator.
 
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I have been working on combining skills lately, and so was looking for feedback from others as well - what they've done and what they did. The challenge is making the skills equivalent in power, and that is just about impossible. A skill point in craft(alchemy) != a skill point in spot (especially if combined with listen).
Does it matter? Honest question, by the way. :)

OK, I'll cut to it. So long as *each class* has at least a good mix of skills that are more likely to be impactful more often - because that's what this issue amounts to - what does it matter if other skills are more niche?

the other drawback to combining skill points is less individuality. For example, by combining forgery and appraise, I took away the option of having someone be good at one and not the other. Combining bluff, intimidate, and diplomacy would be an issue for someone that wants bluff for the feinting (which I disagree with anyway) or that just wants to be an intimidator.
(emphasis mine) I agree. I mean. . . also disagree.

Anyway, you've nailed one major (potential) problem with the whole idea right there.

Not sure what the best solution is, to be honest, if there need be one at all. Perhaps the ascendance of any given skill is simply so dependent on campaign style (and even how that might vary from session to session) and GM whim, that you can never have 'the perfect list'. *shrug*

:) But despite all that, I'm not saying the effort would necessarily be wasted. It's an admirable goal, and one, I must admit, I've striven for at times.
 

Does it matter? Honest question, by the way. :)

OK, I'll cut to it. So long as *each class* has at least a good mix of skills that are more likely to be impactful more often - because that's what this issue amounts to - what does it matter if other skills are more niche?
Umm.. hmm. You have a point there. I think as long as each class has a good mix of skills, and enough skill points to have one or two left over after they take the skills they have to have, that it really wouldn't be an issue.

(emphasis mine) I agree. I mean. . . also disagree.
Yeah, nothing like trying to figure out what an NPC's sense motive is in the middle of combat. Possible fix: instead of using bluff vs sense motive, why not a simple Cha check vs. opponent's Wisdom (and keep everything else the same).

Not sure what the best solution is, to be honest, if there need be one at all. Perhaps the ascendance of any given skill is simply so dependent on campaign style (and even how that might vary from session to session) and GM whim, that you can never have 'the perfect list'. *shrug*
Well, really I like the idea of a player/DM generated skill list a la FATE, but that is pure heaven for power gamers and impossible to balance.

I hate the humongous skill list that 3.5 has, but I also dislike limiting choices more than they are.

I hate when rolling dice interferes with - instead of augments - fun (like spot/listen, hide/move silently, search, search, search) and some skills are way too specific (like spot and listen... there's 5 senses, ya know LOL).

I hate that technically, per RAW (3.5e), you have no chance of noticing a tripwire or a trapdoor via spot without searching. (I use the search DC as the spot DC to see if the players see it before they step on it; I also use Oakspar's (from WOTC forums) method of roll one search roll for the hallway/room/etc and that's the roll they get for the next trap/secret door.)

Ok, that last one was a bit off topic.

So my problem with skills are: Some are too specific. There's too many of them that can be used untrained (too much looking at character sheets). They scale too fast. Some include things that seem tacked together (like feint in bluff). Class skill lists make too many assumptions about the type of character you want to play.

A possible fix might be:
Combine skills that make sense to be combined (and reduce skill point numbers accordingly). Using my favorites from the ones above, though, would only reduce the skill list by 8 skills:
Spot, listen = observe
Hide, move silently = stealth
Balance, tumble, escape artist = acrobatics
Climb, jump = athletics
open lock, disable device = thievery
Survival separated into the related knowledge skills (nature, dungeoneering, geography) - but the player can choose to use wisdom as the key stat instead of int, to represent one who learned by doing/seeing instead of reading.
Spellcraft and use magic device each separated into the related knowledge skills (arcane/divine)

Eliminate the concept of particular class skills. Instead of x4 skill points at first level, the player gets only x1 (and humans only get one bonus point) - however, each skill that the player puts a rank into at first level gets a +3 rank bonus and becomes a class skill. All other skills are then cross-class skills.

Sort the skills into categories for ease of finding them on the sheet: (like I said, I don't have a good way of doing this yet)
Physical - jump, climb, balance, swim, tumble
Mental strength/awareness - concentration, spot, listen, search
Narrow/skilled - craft, profession, use rope, decipher script, appraise, disable device, open lock, disguise, escape artist, forgery, heal, perform, ride, Sleight Of Hand, UMD
Interaction - bluff (social uses), intimidate (social uses), diplomacy, gather info, Handle Animal, sense motive
Knowledge - Knowledge (duh!), spellcraft, survival
No idea - Hide, Move Silently

Or, just have certain skills written in on the sheet - spot/listen, jump/climb, balance, etc - the ones that are mostly used and apply to all characters at some point or another. Then have blank lines for the rest of the spots, and the player can write in the skills as he/she takes ranks in them. That would, at the very least, make it less of a wall of text.

I also believe that an increase in bonus to the die roll is not as interesting as being able to "do something more" with your skill. Of course, you can do something more as you go higher, but that has to be largely inferred by the player. I'm not sure what a fix is for that.
 


Thank you! I haven't had a chance to read through it entirely yet, but it does include several things that I was thinking of (namely, adjusting/removing the way BAB and saves work).
 
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I also believe that an increase in bonus to the die roll is not as interesting as being able to "do something more" with your skill. Of course, you can do something more as you go higher, but that has to be largely inferred by the player. I'm not sure what a fix is for that.
There are Skill Challenges, in Mutants & Masterminds, Iron Heroes, and a few other books I'm forgetting at the moment. . . :hmm:

Anyway, that's one way to go. Apply a penalty (-5, -10, -20, whatever) and do something extraordinary (e.g., do it much faster, combine two skill uses into one, assist others more effectively, etc.) A way of making those skill ranks and bonuses 'scale', to some extent.

Additionally, the Book of Iron Might allows characters of any class to attempt combat manoeuvres and stunts, some of which use skills, but with (generally rather hefty) negative modifiers to the roll. Of course, combat is something that's well and truly catered to as it is, in D&D. Still, it allows more flexible, dynamic combat, without relying on exclusive feats (for example,) if that appeals.
 

Aus_Snow: I think I need to read more about Iron Heroes, because from what I've gleaned about it on these forums it has a few techniques that I might be interested in.
Your comment make me think of True20, which I'm somewhat familiar with (have the book though I've not played it) - it has quite a few skill options. For example, increase DC to decrease time that it takes to craft or pick a lock, increase cost to decrease DC of crafting an item, etc, etc. I hadn't really thought of applying that concept to combat though. But, it makes sense. If someone takes a full round action to aim, they should be able to get a bonus on their attack roll.

I was looking a lot at feats last night, trying to somewhat group/categorize them and perhaps 'tree' them, but they are so varied and many are so specific that it's hard to do other than the obvious ones. I think I'm going to have to try again and look at it from a different perspective.

Sammael - I really like how you balanced the skills out and separated them. It seems like the DCs need more adjustment at higher levels than just -3? How do you balance them out, and have you found that in play they are as balanced as they seem?
 

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