Doing Away with Spellcraft

Doesn't OA also have the (spirit) subtype? Maybe Knowledge (Spirits) would be suitable.
 

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Both skills are quite useful, I think they are among the "most-rolled" skills in our games :) But they represent IMO two sensibly different thing:

Spellcraft is about spells, both in spellcasting form and in item form (scrolls & potions). It seems a very skill based on practice, and very appropriate for sorcerers or casters with a practical approach.

Knowledge (Arcana) is about notable magic things in general but not much about spells. It seems about what you have read in books, and as such fits scholar-types even if they aren't practiced in spellcasting themselves.

If your problem is that you always spend your 2 skill points per level in these, just don't spend them. There is absolutely no reason why an arcane caster MUST max out Kn(Arcana), and only a Wizard who copies spells regularly should max out Spellcraft (but not a Sorcerer e.g.). Obviously, the higher you have it the better it is, but it is not really necessary IMXP.
 



I've never had any problem telling the skills apart. Spellcraft is about spells and magical effects themselves. It tells you "That guy waving his hands and picking up the guano is about to unleash a fireball," and that "this very life-like statue would appear to be the result of some sort of petrification magic." Knowledge (Arcana) tells you "That guy is wearing the insignia of the Order of Aureon," and "the droppings around this chamber indicate that we're dealing with a cockatrice, which is capable of petrifying its foes."
 

Korimyr the Rat said:
One complaint I've frequently heard regarding the D&D skill system is the fact that people are usually unsure whether a check belongs in Spellcraft or Knowledge (arcane).

Would it cause much difficulty to simply combine Spellcraft with Knowledge (arcane), and Psicraft with Knowledge (psionics)? (Perhaps also stating that Spellcraft related to divine magic belongs in Knowledge (religion)...)

The only area I can see problems in is Prestige Classes and Feats that have both as prerequisites, though I don't think it would be a serious concern.

That's pretty easy. Knowledge (arcana) is for magical creatures and items, Spellcraft is for the actual casting of spells. Anything fuzzy should go in Knowledge (arcana) since Spellcraft already has well-defined uses.
 

Li Shenron said:
Right, a caster who wants to try make counterspelling an effective tactic should at least max it out as well, only I've yet to meet one who has succeeded :p

I've done it. I had a gnome wizard, and we were really certain that, during an assault on a keep, we would be facing a group of 5th level sorcerers with fireball as their primary weapon. So I loaded up on fireballs, with a dispel magic for reserve, and blocked every fireball save one they sent at us. Sheparded a whole group of low-level fighters through almost without a scratch...

It can be done, especially when the DM isn't expecting it. He had never seen that done either.

Beautiful moment. But try convincing the INT 6 barbarian that my character was doing more than just clowning around during the fight...
 

The variant I've seen in here that I liked was rolling Concentration and Spellcraft together, since Concentration is mostly just a lame attempt to have *some* skill with Con as the main stat. :)
 

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