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Compressing the skill list: Opinions?
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<blockquote data-quote="Nonei" data-source="post: 5154247" data-attributes="member: 88176"><p>Umm.. hmm. You have a point there. I think as long as each class has a good mix of skills, <em>and enough skill points to have one or two left over after they take the skills they </em>have <em>to have</em>, that it really wouldn't be an issue.</p><p></p><p>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).</p><p></p><p>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. </p><p></p><p>I hate the humongous skill list that 3.5 has, but I also dislike limiting choices more than they are. </p><p></p><p>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).</p><p></p><p>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.)</p><p></p><p>Ok, that last one was a bit off topic.</p><p></p><p>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.</p><p></p><p>A possible fix might be:</p><p>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:</p><p> Spot, listen = <strong>observe</strong></p><p>Hide, move silently = <strong>stealth</strong></p><p>Balance, tumble, escape artist = <strong>acrobatics</strong></p><p>Climb, jump = <strong>athletics</strong></p><p>open lock, disable device = <strong>thievery</strong></p><p> Survival separated into the related <strong>knowledge </strong>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.</p><p> Spellcraft and use magic device each separated into the related <strong>knowledge</strong> skills (arcane/divine)</p><p></p><p>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.</p><p></p><p>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)</p><p><strong>Physical </strong>- jump, climb, balance, swim, tumble</p><p><strong>Mental strength/awareness </strong>- concentration, spot, listen, search</p><p><strong>Narrow/skilled </strong>- craft, profession, use rope, decipher script, appraise, disable device, open lock, disguise, escape artist, forgery, heal, perform, ride, Sleight Of Hand, UMD</p><p><strong>Interaction </strong>- bluff (social uses), intimidate (social uses), diplomacy, gather info, Handle Animal, sense motive</p><p><strong>Knowledge </strong>- Knowledge (duh!), spellcraft, survival</p><p><strong>No idea </strong>- Hide, Move Silently</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Nonei, post: 5154247, member: 88176"] Umm.. hmm. You have a point there. I think as long as each class has a good mix of skills, [I]and enough skill points to have one or two left over after they take the skills they [/I]have [I]to have[/I], that it really wouldn't be an issue. 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). 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 = [B]observe[/B] Hide, move silently = [B]stealth[/B] Balance, tumble, escape artist = [B]acrobatics[/B] Climb, jump = [B]athletics[/B] open lock, disable device = [B]thievery[/B] Survival separated into the related [B]knowledge [/B]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 [B]knowledge[/B] 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) [B]Physical [/B]- jump, climb, balance, swim, tumble [B]Mental strength/awareness [/B]- concentration, spot, listen, search [B]Narrow/skilled [/B]- craft, profession, use rope, decipher script, appraise, disable device, open lock, disguise, escape artist, forgery, heal, perform, ride, Sleight Of Hand, UMD [B]Interaction [/B]- bluff (social uses), intimidate (social uses), diplomacy, gather info, Handle Animal, sense motive [B]Knowledge [/B]- Knowledge (duh!), spellcraft, survival [B]No idea [/B]- 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. [/QUOTE]
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