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Help - Essential Skills Collection
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<blockquote data-quote="GMMichael" data-source="post: 6085641" data-attributes="member: 6685730"><p>Interesting thing about smithing: if there's not a smith around, you'll need the skill. But if there's not a smith around, there's probably not a forge or raw materials for smithing either, so having the skill won't do you any good. So I think I'm with you there.</p><p></p><p>Spellcasting and sneaking are definitely going to be included in my list.</p><p></p><p>Knowledge - a good one. But how often does it come up? I guess it depends on the particular type, say, Survival. Anytime you leave a town you're at the mercy of a character who has the Knowledge/Survival skill. But Knowledge/Architecture...not so much. </p><p></p><p>I don't see why Tracking should be only the ranger's purview either. If you are really good at Survival (i.e. have lots of points) you've probably had some practice at tracking. But I think that's beyond the scope of my project; I'm not out to say who can do what, I'm out to say "here are some skills you'll likely find interesting."</p><p></p><p>An interesting thing about the interaction skills - they used to just be "roleplaying" in earlier RPGs. But it makes sense that one's character can be much better at maniuplating than the player. So make it a skill. It's really a grey area, whether you should have bluff, diplomacy, and intimidate, or just influence, or just a Charisma bonus. Or just an ability check.</p><p></p><p>I just looked at the list of GURPS "lite" skills. Carousing? Hiking? I wonder what skills are in the full-strength version. Since my goal is to make the most stripped-down system possible, the hard part is saying "This skill is essential, but This one you don't really need in a core ruleset."</p><p></p><p>I'm tempted now to look at skills through the lens of classes. Which skills would the warrior, thief, priest, and wizard use? Hmm...</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6085641, member: 6685730"] Interesting thing about smithing: if there's not a smith around, you'll need the skill. But if there's not a smith around, there's probably not a forge or raw materials for smithing either, so having the skill won't do you any good. So I think I'm with you there. Spellcasting and sneaking are definitely going to be included in my list. Knowledge - a good one. But how often does it come up? I guess it depends on the particular type, say, Survival. Anytime you leave a town you're at the mercy of a character who has the Knowledge/Survival skill. But Knowledge/Architecture...not so much. I don't see why Tracking should be only the ranger's purview either. If you are really good at Survival (i.e. have lots of points) you've probably had some practice at tracking. But I think that's beyond the scope of my project; I'm not out to say who can do what, I'm out to say "here are some skills you'll likely find interesting." An interesting thing about the interaction skills - they used to just be "roleplaying" in earlier RPGs. But it makes sense that one's character can be much better at maniuplating than the player. So make it a skill. It's really a grey area, whether you should have bluff, diplomacy, and intimidate, or just influence, or just a Charisma bonus. Or just an ability check. I just looked at the list of GURPS "lite" skills. Carousing? Hiking? I wonder what skills are in the full-strength version. Since my goal is to make the most stripped-down system possible, the hard part is saying "This skill is essential, but This one you don't really need in a core ruleset." I'm tempted now to look at skills through the lens of classes. Which skills would the warrior, thief, priest, and wizard use? Hmm... [/QUOTE]
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