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General Tabletop Discussion
*Dungeons & Dragons
Eliminating skill & feat taxes
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<blockquote data-quote="abirdcall" data-source="post: 6737075" data-attributes="member: 6748898"><p>I like what 5e did with skills and feats. It's time for me to go a bit further and eliminate the 'use ropes' of 5e.</p><p></p><p>Please give me feedback, I am still thinking this through and have probably missed some glaring problems.</p><p></p><p>Skills:</p><p></p><p>Animal Handling - Remove it. Survival is enough. Maybe a bit of Nature for remembering how to deal with weird beasts</p><p></p><p>Medicine - Remove it. All medicine related checks to be covered by a Nature check. Nature encompasses knowledge about biology, botany, meteorology, etc. It is the natural philosophy or science lore.</p><p></p><p>Performance - Now grants proficiency in all musical instruments. A performance check was either an instrument check or a persuasion check anyway. The Bard extra tool proficiencies now give proficiency in Performance instead.</p><p></p><p>History/Religion - Meld these together. One informs the other anyway.</p><p></p><p>Tools:</p><p></p><p>Herbalism Kit - Now doubles as a poisoner's kit.</p><p></p><p>Gaming Set - Encompasses all games.</p><p></p><p></p><p>Feats:</p><p></p><p>Dual Wielder - Allow all characters to draw or stow 2 weapons at once if they want.</p><p></p><p>GWM - Allow anyone to Cleave - It still uses the bonus action</p><p></p><p>War Caster - Give Eldritch Knights the ability to perform somatic components with hands occupied by weapons/shield.</p><p></p><p></p><p></p><p>Anything else you would change?</p><p></p><p>Problems with what I have changed?</p><p></p><p>To be clear lores are now:</p><p></p><p>Arcana - All things magic and arcane</p><p>Nature - Science of the natural world including medicine</p><p>History - Includes religion</p><p></p><p>I thought about consolidating deception/intimidation/persuasion but I don't think it is necessary. Each one can be useful and informs how the character is played. Intimidation is a bit like a narrow persuasion but I feel like it is strong enough to remain. Just pick 1 or the other.</p></blockquote><p></p>
[QUOTE="abirdcall, post: 6737075, member: 6748898"] I like what 5e did with skills and feats. It's time for me to go a bit further and eliminate the 'use ropes' of 5e. Please give me feedback, I am still thinking this through and have probably missed some glaring problems. Skills: Animal Handling - Remove it. Survival is enough. Maybe a bit of Nature for remembering how to deal with weird beasts Medicine - Remove it. All medicine related checks to be covered by a Nature check. Nature encompasses knowledge about biology, botany, meteorology, etc. It is the natural philosophy or science lore. Performance - Now grants proficiency in all musical instruments. A performance check was either an instrument check or a persuasion check anyway. The Bard extra tool proficiencies now give proficiency in Performance instead. History/Religion - Meld these together. One informs the other anyway. Tools: Herbalism Kit - Now doubles as a poisoner's kit. Gaming Set - Encompasses all games. Feats: Dual Wielder - Allow all characters to draw or stow 2 weapons at once if they want. GWM - Allow anyone to Cleave - It still uses the bonus action War Caster - Give Eldritch Knights the ability to perform somatic components with hands occupied by weapons/shield. Anything else you would change? Problems with what I have changed? To be clear lores are now: Arcana - All things magic and arcane Nature - Science of the natural world including medicine History - Includes religion I thought about consolidating deception/intimidation/persuasion but I don't think it is necessary. Each one can be useful and informs how the character is played. Intimidation is a bit like a narrow persuasion but I feel like it is strong enough to remain. Just pick 1 or the other. [/QUOTE]
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Eliminating skill & feat taxes
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