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General Tabletop Discussion
*Dungeons & Dragons
Eliminating skill & feat taxes
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<blockquote data-quote="Chaosmancer" data-source="post: 6737307" data-attributes="member: 6801228"><p>[MENTION=6748898]ad_hoc[/MENTION]</p><p></p><p>I can agree with the tools, except that generally speaking the person using the herbalism kit for healing and the person who wants the poisoner's kit for poisoning are not the same person or concept. If they overlapped, I might houserule it for that character, but if they grabbed assassin and... wow, hermit is the only background that gives herbalism kits and none of them give poison. Anyways, double tool proficiencies allow you to choose whatever you want and I think most characters who want both will be able to do both as is. </p><p></p><p>For the skills though...</p><p></p><p>Survival and animal handling are very different in my mind. Animal handling is like being a horse whisperer, doesn't mean you know what berries to eat, and knowing how to travel in the forest doesn't mean you have a special connection with the forest animals. Now, I would say with all the magical ways to befriend animals Animal Handling is low tier, but not the same as survival at all.</p><p></p><p>Medicine is nothing like Nature. For me Nature mainly covers basic geography and knowing about the creatures and spirits of the wilds. Medicine is anatomy. Sure, medicine often covers uses for plants and herbs, but it is also bone splints, arteries, respiratory systems, infection. Just way to different for me.</p><p></p><p>History and Religion aren't the same either. History is more politics and recognizing noble houses and what they are doing. Also great battles, anything found in history books. Religion covers the planes, the gods, celestials, fiends, undead to an extent iconography of churches and cults, practices. </p><p></p><p>Performance essentially does that, considering how proficiencies work.</p><p></p><p>Now all this being said. If you see clear overlap in a situation, I'd allow it to work. They want to use Nature to find herbs to cure poison, go for it. History of the Church to know they were involved in the great war, perfect. However, there are clear ares they do not overlap and allow the characters of different concepts to have different skills. I see where the ideas are coming from (I agree move silently and hide or swim and climb were too granular), I just don't think we need to go that far yet.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 6737307, member: 6801228"] [MENTION=6748898]ad_hoc[/MENTION] I can agree with the tools, except that generally speaking the person using the herbalism kit for healing and the person who wants the poisoner's kit for poisoning are not the same person or concept. If they overlapped, I might houserule it for that character, but if they grabbed assassin and... wow, hermit is the only background that gives herbalism kits and none of them give poison. Anyways, double tool proficiencies allow you to choose whatever you want and I think most characters who want both will be able to do both as is. For the skills though... Survival and animal handling are very different in my mind. Animal handling is like being a horse whisperer, doesn't mean you know what berries to eat, and knowing how to travel in the forest doesn't mean you have a special connection with the forest animals. Now, I would say with all the magical ways to befriend animals Animal Handling is low tier, but not the same as survival at all. Medicine is nothing like Nature. For me Nature mainly covers basic geography and knowing about the creatures and spirits of the wilds. Medicine is anatomy. Sure, medicine often covers uses for plants and herbs, but it is also bone splints, arteries, respiratory systems, infection. Just way to different for me. History and Religion aren't the same either. History is more politics and recognizing noble houses and what they are doing. Also great battles, anything found in history books. Religion covers the planes, the gods, celestials, fiends, undead to an extent iconography of churches and cults, practices. Performance essentially does that, considering how proficiencies work. Now all this being said. If you see clear overlap in a situation, I'd allow it to work. They want to use Nature to find herbs to cure poison, go for it. History of the Church to know they were involved in the great war, perfect. However, there are clear ares they do not overlap and allow the characters of different concepts to have different skills. I see where the ideas are coming from (I agree move silently and hide or swim and climb were too granular), I just don't think we need to go that far yet. [/QUOTE]
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Eliminating skill & feat taxes
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