Skill Lists
Star Wars Saga Edition skill groups (23; including 7 knowledge specialties)
Acrobatics, Climb, Deception, Endurance, Gather Information, Initiative, Jump, Perception, Persuasion, Pilot, Ride, Stealth, Survival, Swim, Treat Injury, Use Computer, and
Knowledge
• Bureaucracy
• Galactic Lore
• Life Sciences
• Physical Sciences
• Social Sciences
• Tactics
• Technology
I’ll ignore the craft, perform, and profession specialties…
Dungeons & Dragons skills (45; including 10 knowledge specialties)
D20 Modern skills (54; including 14 knowledge specialties)
Call of Cthulhu d20 skills (68; including 24 knowledge specialties)
Wheel of Time d20 skills (46; including 9 knowledge specialties)
Oriental Adventures (1 new skill: Iaijutsu Focus) and other similar campaign setting materials add a skill to D&D once in a while. Our system should be prepared to handle this.
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Currently I'm running a typical D&D game using character classes and advanced classes from D20 Modern and its supplements. Converting the skills over to a non-modern version and deciding what class got which skills turned out to be too much work. Instead I just deleted clearly modern skills (which is neither systematic nor probably fair to some classes).
D20 Modern skills (both in name and scope) are a poor fit for Dungeons & Dragons games. I didn't feel that D20 Past was much help in this regard.
How should we rewrite the Saga skill groups to better distribute the types of skill checks and themes that are appropriate for a fantasy game?
I'm not sure the best allocation but I would keep the same total number of skills as Star Wars with perhaps one (1) fewer knowledge specialty.
Star Wars Saga Edition skill groups (23; including 7 knowledge specialties)
Acrobatics, Climb, Deception, Endurance, Gather Information, Initiative, Jump, Perception, Persuasion, Pilot, Ride, Stealth, Survival, Swim, Treat Injury, Use Computer, and
Knowledge
• Bureaucracy
• Galactic Lore
• Life Sciences
• Physical Sciences
• Social Sciences
• Tactics
• Technology
I’ll ignore the craft, perform, and profession specialties…

Dungeons & Dragons skills (45; including 10 knowledge specialties)
D20 Modern skills (54; including 14 knowledge specialties)
Call of Cthulhu d20 skills (68; including 24 knowledge specialties)
Wheel of Time d20 skills (46; including 9 knowledge specialties)
Oriental Adventures (1 new skill: Iaijutsu Focus) and other similar campaign setting materials add a skill to D&D once in a while. Our system should be prepared to handle this.

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Currently I'm running a typical D&D game using character classes and advanced classes from D20 Modern and its supplements. Converting the skills over to a non-modern version and deciding what class got which skills turned out to be too much work. Instead I just deleted clearly modern skills (which is neither systematic nor probably fair to some classes).
D20 Modern skills (both in name and scope) are a poor fit for Dungeons & Dragons games. I didn't feel that D20 Past was much help in this regard.

How should we rewrite the Saga skill groups to better distribute the types of skill checks and themes that are appropriate for a fantasy game?
