If you're one of the majority of folks who think that the skill system in 3.5e has too many skills...
I'd like your input on what changes you think are good ones to reduce the number of skills in the game.
Thanks,
:AMN:
I also tend to agree with this. I'm glad they standardized knowledge skills, but there are wide swaths of knowledge which are ignored. I'm sure that's just the beginning.My main problem with the skills system is that it doesn't cover a broad enough field of human expertise. There are vast areas which simply have no appropriate skill defined. Sure, the skills that are defined are fine for combat uses. But I think skills should really be defining what your character does when he isn't busy killing things.
But, you're not alone. I honestly think that a lot of feats should have been bonuses to augment skills.I'm actually in the minority that thinks it has too few skills.
I'm all for skill consolidation. When two different skills serve the same purpose (bluff/disguise, Hide/MS, etc.)
consolidation is logical. When a skill doesn't see use (Use Rope, Appraise) it doesn't need to exist.
Climb, Jump, and Swim are all separate in my mind, as are Balance and Escape Artist (I could see dumping Tumble one way or another). Ride and Handle Animal are totally separate.
I don't see removing Gather Info; I see this used a lot.
If anything, I'd add a Research (Int) like some other d20 games to complement it.
I also tend to agree with this. I'm glad they standardized knowledge skills, but there are wide swaths of knowledge which are ignored. I'm sure that's just the beginning.
I agree the fundamental divide seems to be between physical disguise and acting. If so, I'd propose making Disguise a Craft skill and moving the accompanying deception to Bluff.I don't see them however as serving the same purpose, though I admit that the disguise/bluff skill divide isn't as coherent as I would like.
Appraise is something I don't use hardly at all; I figure the IMO/IME is implied for these types of posts. In both cases, I'm assuming a style. I want my D&D game to be about getting the loot, not selling it, and about using the information, not gathering it. Thus, I see Appraise as unnecessary (fold into Profession or a Knowledge [Math] type skill) and Gather Info as necessary (to avoid dragging down the action with minor NPC conversations).whether 'Appraise' gets used is entirely a matter of DM preference...
Whereas, I don't see [Gather Info] used at all, but could imagine it being used if the DM had a certain sort of style (namely, that he liked handwaving interaction with minor offstage NPCs).
I agree. I'd rather have skills be generic. If there are no libraries, no one takes Research (just as if you are running a desertbound game, no one takes Swim). But have the skill exist in case it's needed (I've run games where it was and games where it wasn't).I think Research is a legitimate skill, but the problem I have with it is that in my campaign large libraries are so relatively rare that I can't imagine Research being any more useful than Use Rope.
The Cortex system (and others I'm sure) have a really nice way of handling this: trees. The first few points in a skill (any skill) are generic, and go into a standardized category. At higher levels, you have to pick more and more specialized versions of the skill and can pretty much invent them as you go. The equivalent would be a D&D cleric who has some general knowledge of religon, but a lot of knowledge of *his* religion or a rogue with Knowledge (Local) covering his city but special expertise in the black market/underground. I would like to have this sort of thing in D&D for Knowledge skills but haven't figured out the right implementation yet. Certainly others have tried.In GURPS they try to solve this with a system of complex defaults from similar skills, but this just gets to be really confusing and clunky.
I keep hearing this concern. Yet, as long as there are at least 15 'good' skills, no PC race and class character can possibly have them all maxed out. And I don't see an issue with a brilliant Fighter being able to have about half of the 'good' skills, or a smart Rogue being able to have most of them. If Indiana Jones has taught us anything, a successful adventurer needs a wide variety of skills (and don't look at the divine artifacts being opened).That said, if you were to radically reduce the size of the skill list, I think you'd risking making intelligence a dump stat.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.