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Help - Essential Skills Collection
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<blockquote data-quote="GMMichael" data-source="post: 6780230" data-attributes="member: 6685730"><p>Nice necro, Khermit. Blast from the past for me, anyway. I'd like to mention that your skill list might contain options that will help members of classes to break out of their molds a bit. There's not much point in having a melee skill if every fighter ends up taking melee, and no members of other classes bother to take it. But if melee is a group of skills for, say, sword, spear and axe skills, then your fighters can diversify a bit. (Or you can encourage your players to define what melee means to their characters...)</p><p></p><p>As I read the end of your post, I was hoping you'd go the Savage Worlds route and suggest using different dice as a way to improve skills, or show that some develop differently than others. Or maybe throw in the AD&D d8+d12?</p><p></p><p>My skill list, as a sort of belated wrap-up to this thread, just got larger by one:</p><p>Deceive</p><p>Defend (concentration)</p><p>Defend (parry)</p><p>Defend (willpower)</p><p>Detect</p><p>Fight (melee)</p><p>Fight (missile)</p><p>Fight (unarmed)</p><p>Handler</p><p>Knowledge (lore)</p><p>Knowledge (nature)</p><p>Knowledge (scholarship)</p><p>Larceny</p><p>Magic</p><p>Movement</p><p>Persuade</p><p>Profession (artist)</p><p>Profession (craftsman)</p><p>Profession (healer)</p><p>Profession (scientist)</p><p>Sneak</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6780230, member: 6685730"] Nice necro, Khermit. Blast from the past for me, anyway. I'd like to mention that your skill list might contain options that will help members of classes to break out of their molds a bit. There's not much point in having a melee skill if every fighter ends up taking melee, and no members of other classes bother to take it. But if melee is a group of skills for, say, sword, spear and axe skills, then your fighters can diversify a bit. (Or you can encourage your players to define what melee means to their characters...) As I read the end of your post, I was hoping you'd go the Savage Worlds route and suggest using different dice as a way to improve skills, or show that some develop differently than others. Or maybe throw in the AD&D d8+d12? My skill list, as a sort of belated wrap-up to this thread, just got larger by one: Deceive Defend (concentration) Defend (parry) Defend (willpower) Detect Fight (melee) Fight (missile) Fight (unarmed) Handler Knowledge (lore) Knowledge (nature) Knowledge (scholarship) Larceny Magic Movement Persuade Profession (artist) Profession (craftsman) Profession (healer) Profession (scientist) Sneak [/QUOTE]
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