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*Pathfinder & Starfinder
Condensing the skills list
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<blockquote data-quote="N'raac" data-source="post: 6082067" data-attributes="member: 6681948"><p>I agree. At the same time, I perceive an argument this is not a bad thing. In much of the source material, the characters seem competent at skills they have never previously demonstrated any skill with. The more classic examples are science fiction/fantasy, such as Flash Gordon or Malcolm Reynolds being immediately proficient with a sword, despite no indication of prior experience ("the pointy end goes in the other fellow"). If that is the material we wish the game to emulate, then fewer, broader skills is a good mechanic for doing so.</p><p></p><p>But it also allows the Rogue to ride rings around the Paladin, as you say.</p><p></p><p></p><p></p><p>The counter question may be "Why can't my Fighter become more skilled at lifting heavy objects, breaking down doors or bending bars?"</p><p></p><p></p><p></p><p>Escape Artist would not permit grapple escapes if reduced to DEX checks. Geography need not be local, and perhaps should be used more to avoid getting lost on long journeys. Or maybe we should combine knowledge of History/Geography (those geographical points are often reflected in history). As for Appraise and Craft, it's bad for a sailor to be able to climb a mountain, but every art aficionado who can tell a Picasso from a clever fake should be equally skilled at creating such a fake, or painting his own masterpiece? And Picasso should be able to value works from 100 years ago?</p><p></p><p>"How much granularity" is a good question. Do we really need 9 different Perform skills, while lumping Balance, Jumping and Tumbling into a single skill (Olympic Long Jumpers rarely also compete in gymnastics, I believe, but many singers also dance and play a variety of instruments)?</p></blockquote><p></p>
[QUOTE="N'raac, post: 6082067, member: 6681948"] I agree. At the same time, I perceive an argument this is not a bad thing. In much of the source material, the characters seem competent at skills they have never previously demonstrated any skill with. The more classic examples are science fiction/fantasy, such as Flash Gordon or Malcolm Reynolds being immediately proficient with a sword, despite no indication of prior experience ("the pointy end goes in the other fellow"). If that is the material we wish the game to emulate, then fewer, broader skills is a good mechanic for doing so. But it also allows the Rogue to ride rings around the Paladin, as you say. The counter question may be "Why can't my Fighter become more skilled at lifting heavy objects, breaking down doors or bending bars?" Escape Artist would not permit grapple escapes if reduced to DEX checks. Geography need not be local, and perhaps should be used more to avoid getting lost on long journeys. Or maybe we should combine knowledge of History/Geography (those geographical points are often reflected in history). As for Appraise and Craft, it's bad for a sailor to be able to climb a mountain, but every art aficionado who can tell a Picasso from a clever fake should be equally skilled at creating such a fake, or painting his own masterpiece? And Picasso should be able to value works from 100 years ago? "How much granularity" is a good question. Do we really need 9 different Perform skills, while lumping Balance, Jumping and Tumbling into a single skill (Olympic Long Jumpers rarely also compete in gymnastics, I believe, but many singers also dance and play a variety of instruments)? [/QUOTE]
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