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D20 Modern Skill Groups
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<blockquote data-quote="ValhallaGH" data-source="post: 2957858" data-attributes="member: 41187"><p>Hooray for input!</p><p></p><p>Jubal, yeah, I designed this for d20 Modern but it was inspired by Iron Heroes. You can check out the IH groups <a href="http://www.montecook.com/cgi-bin/page.cgi?mpress_IL_excerpt6" target="_blank">here</a>, and they already cover all the D&D fantasy skills. You and your DM may want to change up some of the groups, Lord knows many tables do.</p><p></p><p>Vigilance, this is the Iron Heroes approach. Group skills together into clumps that can be taken at the same time without changing the skills themselves. Are you thinking of True20 and how it combined Listen and Spot into the Notice skill, Hide and Move Silently into Stealth and Balance and Tumble into Acrobatics?</p><p></p><p>Frukathka, one of the reasons I have so many groups is so there will be a large amount of overlap. One of the things I dislike about the IH groups is that if I want a character that is a good cavalryman then it is most efficient for me to also make him a skilled woodsman and vakaro, even if it doesn't fit the character concept. This is because there is very little overlap between the IH skill groups. The source of which is that all groups were composed upon the same basic archetype.</p><p>With my system, I was trying to cover the same basic function from at least two different directions. For example, the Detective and Investigator groups. Both groups are meant to represent the skills of a trained and experienced criminal investigator, but because of the actual group they cover vastly different styles of investigation. The Detective group is a more intuitive style, relying upon focus, knowledge of local crime and personalities and the ability to track down someone that has just fled the scene. The Investigator group is a much more cerebral style, relying upon a mastery of the Law and how it is violated to locate clues and divine the perpetrator. Both are useful and cover the same basic concept but approach it from different perspectives. </p><p>The result of my approach is that there are almost as many skill groups as their are skills but you only need to take about half of them to get some ranks in every single skill.</p><p></p><p></p><p>As a side note, I've finally gotten my gaming wiki started up. You can find these skill group rule <a href="http://gunrocksgamingrules.pbwiki.com/D20%20Modern%20Skill%20Groups" target="_blank">here</a>. I'll have the groups for the non-FX advanced classes up as well.</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 2957858, member: 41187"] Hooray for input! Jubal, yeah, I designed this for d20 Modern but it was inspired by Iron Heroes. You can check out the IH groups [url=http://www.montecook.com/cgi-bin/page.cgi?mpress_IL_excerpt6]here[/url], and they already cover all the D&D fantasy skills. You and your DM may want to change up some of the groups, Lord knows many tables do. Vigilance, this is the Iron Heroes approach. Group skills together into clumps that can be taken at the same time without changing the skills themselves. Are you thinking of True20 and how it combined Listen and Spot into the Notice skill, Hide and Move Silently into Stealth and Balance and Tumble into Acrobatics? Frukathka, one of the reasons I have so many groups is so there will be a large amount of overlap. One of the things I dislike about the IH groups is that if I want a character that is a good cavalryman then it is most efficient for me to also make him a skilled woodsman and vakaro, even if it doesn't fit the character concept. This is because there is very little overlap between the IH skill groups. The source of which is that all groups were composed upon the same basic archetype. With my system, I was trying to cover the same basic function from at least two different directions. For example, the Detective and Investigator groups. Both groups are meant to represent the skills of a trained and experienced criminal investigator, but because of the actual group they cover vastly different styles of investigation. The Detective group is a more intuitive style, relying upon focus, knowledge of local crime and personalities and the ability to track down someone that has just fled the scene. The Investigator group is a much more cerebral style, relying upon a mastery of the Law and how it is violated to locate clues and divine the perpetrator. Both are useful and cover the same basic concept but approach it from different perspectives. The result of my approach is that there are almost as many skill groups as their are skills but you only need to take about half of them to get some ranks in every single skill. As a side note, I've finally gotten my gaming wiki started up. You can find these skill group rule [url=http://gunrocksgamingrules.pbwiki.com/D20%20Modern%20Skill%20Groups]here[/url]. I'll have the groups for the non-FX advanced classes up as well. [/QUOTE]
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