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<blockquote data-quote="khermit" data-source="post: 6778381" data-attributes="member: 6806931"><p><strong>Super Condensed</strong></p><p></p><p>I know this is an old thread but I recently came across it. The topic is one that I've spent many years thinking about. Here's my 2 cents - which ain't worth a lot these days.</p><p></p><p>I think most actions can be categorized as follows:</p><p></p><p>Melee</p><p>Marksmanship</p><p>Subterfuge</p><p>Survival</p><p>Communication</p><p></p><p>i'm very much inclined to break Melee and Marksmanship out into particular weapon-types or unarmed fighting styles. It's easy enough to do and it just makes sense to me. If it's a physical activity that is sneaky and requires some knowledge, I lump it into Subterfuge. I'm not inclined to break Subterfuge down into Locks, Traps, Pick-pocket, Sneaking, etc. Yep, it's the Thief Skill. Survival includes Tracking, Foraging, Navigation by land, First Aid, etc. Yep, it's the Ranger Skill.</p><p></p><p>I am inclined to break Communication out into the specific languages a character knows - duh. Beyond that, no. Communication would include Charisma, Leadership, Diplomacy, Influence, Intimidation, Interrogation, Negotiation, Haggling, Lying, etc.</p><p></p><p>Because I'm inclined to keep Subterfuge, Survival, and Communication very broad and vague, I'm also inclined to make their advancement more costly or slow in relation to specific weapon skills. Not using a particular system or real numbers here - just trying to illustrate - but if improving a particular weapons skill costs 10XP, i would charge 20XP to improve Subterfuge, Survival, or Communication. If I wanted to keep the costs the same, I might do something like the following:</p><p></p><p>Improving a weapon skill (+1 bonus) would cost 10XP and the skill-test would be resolved with a d20. Improving the Subterfuge, Survival, or Communication skill (+1 bonus) would cost 10XP and the skill-test would be resolved with d20 rolls and DCs multiplied by 2. If the player (or the DM) wants to break-out a particular skill from within Subterfuge, Survival, or Communication so it can be advanced more quickly, cheaply, effectively, or independently - that's fine too. That particular skill then costs 10XP to improve +1 and tests with a d20.</p></blockquote><p></p>
[QUOTE="khermit, post: 6778381, member: 6806931"] [b]Super Condensed[/b] I know this is an old thread but I recently came across it. The topic is one that I've spent many years thinking about. Here's my 2 cents - which ain't worth a lot these days. I think most actions can be categorized as follows: Melee Marksmanship Subterfuge Survival Communication i'm very much inclined to break Melee and Marksmanship out into particular weapon-types or unarmed fighting styles. It's easy enough to do and it just makes sense to me. If it's a physical activity that is sneaky and requires some knowledge, I lump it into Subterfuge. I'm not inclined to break Subterfuge down into Locks, Traps, Pick-pocket, Sneaking, etc. Yep, it's the Thief Skill. Survival includes Tracking, Foraging, Navigation by land, First Aid, etc. Yep, it's the Ranger Skill. I am inclined to break Communication out into the specific languages a character knows - duh. Beyond that, no. Communication would include Charisma, Leadership, Diplomacy, Influence, Intimidation, Interrogation, Negotiation, Haggling, Lying, etc. Because I'm inclined to keep Subterfuge, Survival, and Communication very broad and vague, I'm also inclined to make their advancement more costly or slow in relation to specific weapon skills. Not using a particular system or real numbers here - just trying to illustrate - but if improving a particular weapons skill costs 10XP, i would charge 20XP to improve Subterfuge, Survival, or Communication. If I wanted to keep the costs the same, I might do something like the following: Improving a weapon skill (+1 bonus) would cost 10XP and the skill-test would be resolved with a d20. Improving the Subterfuge, Survival, or Communication skill (+1 bonus) would cost 10XP and the skill-test would be resolved with d20 rolls and DCs multiplied by 2. If the player (or the DM) wants to break-out a particular skill from within Subterfuge, Survival, or Communication so it can be advanced more quickly, cheaply, effectively, or independently - that's fine too. That particular skill then costs 10XP to improve +1 and tests with a d20. [/QUOTE]
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