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General Tabletop Discussion
*Dungeons & Dragons
Eliminating skill & feat taxes
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<blockquote data-quote="abirdcall" data-source="post: 6737395" data-attributes="member: 6748898"><p>I would go over the descriptions of the skills on pg 176-179. </p><p></p><p>They are actually quite different than how you have explained them here in 5e. Of course, that's fine, but I think where we disagree is that we are looking at different definitions.</p><p></p><p>For example, Nature covers science like meteorology with no mention of spirits. Medicine is also Wisdom which doesn't make sense to me, especially, as you say it is anatomy (a knowledge). You can't be an expert about the medicinal use of herbs without knowing about Medicine. Humanoids and animals are quite alike (in fact, humans are animals).</p><p></p><p>Arcana is the one that covers the planes, not religion. Religion and history do have quite a bit of overlap in their descriptions.</p><p></p><p>Now, wanting to keep them separate I understand. The overlap is clear though. Of course this isn't about them 'being the same'. It is about giving meaningful choices to players to create the characters they envision.</p><p></p><p>I don't see the point in splitting Animal Handling and Survival in two. It is quite easy to split them into 4 or 6 if we want to talk about distinct things that you can do with the skills, or any skill. It doesn't mean it should be that way though. For instance tracking is not the same skill as gathering berries or predicting the weather, etc. They are a package that represents a concept.</p><p></p><p>I am a fan of giving more power to backgrounds in general. During games I am open to players citing their background to get proficiency. I think I also want to make the special abilities they grant more powerful. but that is something else.</p></blockquote><p></p>
[QUOTE="abirdcall, post: 6737395, member: 6748898"] I would go over the descriptions of the skills on pg 176-179. They are actually quite different than how you have explained them here in 5e. Of course, that's fine, but I think where we disagree is that we are looking at different definitions. For example, Nature covers science like meteorology with no mention of spirits. Medicine is also Wisdom which doesn't make sense to me, especially, as you say it is anatomy (a knowledge). You can't be an expert about the medicinal use of herbs without knowing about Medicine. Humanoids and animals are quite alike (in fact, humans are animals). Arcana is the one that covers the planes, not religion. Religion and history do have quite a bit of overlap in their descriptions. Now, wanting to keep them separate I understand. The overlap is clear though. Of course this isn't about them 'being the same'. It is about giving meaningful choices to players to create the characters they envision. I don't see the point in splitting Animal Handling and Survival in two. It is quite easy to split them into 4 or 6 if we want to talk about distinct things that you can do with the skills, or any skill. It doesn't mean it should be that way though. For instance tracking is not the same skill as gathering berries or predicting the weather, etc. They are a package that represents a concept. I am a fan of giving more power to backgrounds in general. During games I am open to players citing their background to get proficiency. I think I also want to make the special abilities they grant more powerful. but that is something else. [/QUOTE]
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Eliminating skill & feat taxes
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