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Forked Thread: Did 4e go far enough or to far?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4530870" data-attributes="member: 710"><p>Why is it stretching it? A lot of skills can be used in different situations. (In fact, I can use most "dungeon-crawling" skills outside of dungeons. Endurance, Athletics, Acrobatics, Stealth. The only explicitely for Dungeons is... .Dungeoneering.) </p><p></p><p></p><p>A good thief actually needs Perception (finding traps and identifying treasure), Stealth (escaping notice), Acrobatics (escaping if caught), Athletics (getting over obstacles) and Thievery (disabling traps, opening locks). Of course, a passable thief might be possible with less.</p><p></p><p> </p><p></p><p>But how many people learn to track without the rest? And definitely tracking is related to just perception - to notice the details that the followed creature leaves. </p><p></p><p></p><p>You don't need all of the skills. If we use a skill challenge approach, you might be able to use only one or two skills all time. And if you're not doing overly hard stuff, sufficient levels or base ability score are all you need.</p><p></p><p> </p><p></p><p>See, and that's why there are diplomacy and intimidate, but not leadership. if you want to lead with diplomacy but encounter a mob that only listens to strength and fiereceness, you have a problem. But if you just have a Leadership skill, you can handle any type of troops, regardless of its a unruly mob or a highly disciplined army. You can no longer differentiate between both - and if you allow all three skills to be applied in the same situation, why bother with leadership? having Diplomacy and Intimidate is probably far better, because it covers all leadership + some, while if you mix Leadership and any of the other two skills, you have a strong overlap. </p><p></p><p></p><p>Both for Crafting and Leadership you could of course create a feat that covers it, and says "you get a +2 feat bonus on skill checks made to Craft an item, and once per day you can reroll a failed check for that task" or "you get a +2 feat bonus on skill checks made to command, direct or train subordinates, and once per day you can reroll a failed check for that task".</p><p></p><p>(Of course, the feat is the PC expression of the Craft/Leadership stuff, for NPCs you might create a specific trait for it or just handwave it...)</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4530870, member: 710"] Why is it stretching it? A lot of skills can be used in different situations. (In fact, I can use most "dungeon-crawling" skills outside of dungeons. Endurance, Athletics, Acrobatics, Stealth. The only explicitely for Dungeons is... .Dungeoneering.) A good thief actually needs Perception (finding traps and identifying treasure), Stealth (escaping notice), Acrobatics (escaping if caught), Athletics (getting over obstacles) and Thievery (disabling traps, opening locks). Of course, a passable thief might be possible with less. But how many people learn to track without the rest? And definitely tracking is related to just perception - to notice the details that the followed creature leaves. You don't need all of the skills. If we use a skill challenge approach, you might be able to use only one or two skills all time. And if you're not doing overly hard stuff, sufficient levels or base ability score are all you need. See, and that's why there are diplomacy and intimidate, but not leadership. if you want to lead with diplomacy but encounter a mob that only listens to strength and fiereceness, you have a problem. But if you just have a Leadership skill, you can handle any type of troops, regardless of its a unruly mob or a highly disciplined army. You can no longer differentiate between both - and if you allow all three skills to be applied in the same situation, why bother with leadership? having Diplomacy and Intimidate is probably far better, because it covers all leadership + some, while if you mix Leadership and any of the other two skills, you have a strong overlap. Both for Crafting and Leadership you could of course create a feat that covers it, and says "you get a +2 feat bonus on skill checks made to Craft an item, and once per day you can reroll a failed check for that task" or "you get a +2 feat bonus on skill checks made to command, direct or train subordinates, and once per day you can reroll a failed check for that task". (Of course, the feat is the PC expression of the Craft/Leadership stuff, for NPCs you might create a specific trait for it or just handwave it...) [/QUOTE]
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