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Getting rid of bad skill proficiencies
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<blockquote data-quote="tetrasodium" data-source="post: 8128403" data-attributes="member: 93670"><p>the thing about having the face & relevant skill change depending on who are are talking to makes a lot of sense Despite agreeing with all of the reasons why the two should be merged I'm going to be contrary on thieve's tools/slight of hand though & say they should be split differently after merging because they both represent an overly narrow niche that winds up being a lot like a stool missing a leg on their own & it has an impact on other areas like deception/persuade/etc covering areas they probably shouldn't. I'll get into more on why for each, but the split should be something like "wardsmithing" & "social engineering" representing skill with physical/arcane security & skill with a very specific specialized form of the social skills but suggest some of the videos linked up in <a href="https://www.thepiazza.org.uk/bb/viewtopic.php?f=16&t=21194&sid=19794f08e1b22aff3bbab71b1d776c60" target="_blank">this</a> as primer for an amount of depth that just can't fit in a post.</p><p></p><p>Get rid of lockpicks because they are simplypointless. If the rogue fails at picking the lock, the next step is almost always someone speaks up to say "I have a crowbar" or "I hit it with my axe/mace/club" because a lock is only there to stop an honest person but generally has little impact on the person who intends to break through to rob & kill everyone present. Regardless of how you frame it or how evil "everyone present" is most adventuring pretty much boils down to just that at some point. Wardsmithing is a broader skill that covers dex (it's locked), int(that's warded with spells & needs someone to nullify/munge the runes without blowing us up!), wis (that's got a nasty physical trap built into the mechanism & will need to be disarmed without setting it off). Wardcraft covers all of them & gives the individual skilled in it the ability to glean some information from their skill in other areas such as noticing security & getting a vague feel for what a magic item does.</p><p></p><p>As to social engineering, think back to the before time when we had large gatherings & didn't obsessively wash our hands or cover half our faces. Back then you would see people you've never seen at work all the time & with the exception of certain high security areas rarely ever think twice when it was someone you didn't know & had never seen before. Social engineering is a mix of looking like you belong well enough to not get challenged & bullshitting your way through conversation in order to convince others that they should do things like <a href="https://www.nbcnews.com/news/us-news/man-dressed-armored-truck-driver-walks-out-walmart-75-000-n387751" target="_blank">give you a bag with 75,000usd & tell you to have a nice day</a>... Yes, this is urban stealth but it doesn't always require you to be unseen.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8128403, member: 93670"] the thing about having the face & relevant skill change depending on who are are talking to makes a lot of sense Despite agreeing with all of the reasons why the two should be merged I'm going to be contrary on thieve's tools/slight of hand though & say they should be split differently after merging because they both represent an overly narrow niche that winds up being a lot like a stool missing a leg on their own & it has an impact on other areas like deception/persuade/etc covering areas they probably shouldn't. I'll get into more on why for each, but the split should be something like "wardsmithing" & "social engineering" representing skill with physical/arcane security & skill with a very specific specialized form of the social skills but suggest some of the videos linked up in [URL='https://www.thepiazza.org.uk/bb/viewtopic.php?f=16&t=21194&sid=19794f08e1b22aff3bbab71b1d776c60']this[/URL] as primer for an amount of depth that just can't fit in a post. Get rid of lockpicks because they are simplypointless. If the rogue fails at picking the lock, the next step is almost always someone speaks up to say "I have a crowbar" or "I hit it with my axe/mace/club" because a lock is only there to stop an honest person but generally has little impact on the person who intends to break through to rob & kill everyone present. Regardless of how you frame it or how evil "everyone present" is most adventuring pretty much boils down to just that at some point. Wardsmithing is a broader skill that covers dex (it's locked), int(that's warded with spells & needs someone to nullify/munge the runes without blowing us up!), wis (that's got a nasty physical trap built into the mechanism & will need to be disarmed without setting it off). Wardcraft covers all of them & gives the individual skilled in it the ability to glean some information from their skill in other areas such as noticing security & getting a vague feel for what a magic item does. As to social engineering, think back to the before time when we had large gatherings & didn't obsessively wash our hands or cover half our faces. Back then you would see people you've never seen at work all the time & with the exception of certain high security areas rarely ever think twice when it was someone you didn't know & had never seen before. Social engineering is a mix of looking like you belong well enough to not get challenged & bullshitting your way through conversation in order to convince others that they should do things like [URL='https://www.nbcnews.com/news/us-news/man-dressed-armored-truck-driver-walks-out-walmart-75-000-n387751']give you a bag with 75,000usd & tell you to have a nice day[/URL]... Yes, this is urban stealth but it doesn't always require you to be unseen. [/QUOTE]
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