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Enlightened Grognard: Reducing the Skill List
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<blockquote data-quote="Ahnehnois" data-source="post: 5006144" data-attributes="member: 17106"><p>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.</p><p></p><p> 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).</p><p></p><p>Similarly, I find Jump, Climb, and Swim conducive to action (especially in my seafaring campaign) and want them kept separate because they're important to me. Obviously, YMMV.</p><p></p><p> 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).</p><p></p><p> 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.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 5006144, member: 17106"] 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. 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). Similarly, I find Jump, Climb, and Swim conducive to action (especially in my seafaring campaign) and want them kept separate because they're important to me. Obviously, YMMV. 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). 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. [/QUOTE]
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