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Houserule: Non Adventuring Skills
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<blockquote data-quote="I'm A Banana" data-source="post: 4019390" data-attributes="member: 2067"><p>The Background rules from (I think) PHB2 might make a good fit.</p><p></p><p>Myself, I want to do something a little more drastic:</p><p></p><p>Get rid of the normal skills. Make things that 'every adventurer would be trained in' (things that help you avoid getting eaten by a grue) automatic. </p><p></p><p>Then, use a Profession rule reflecting a few broad sectors of profession.</p><p></p><p>Make these VERY useful.</p><p></p><p>For instance, let's say one of the Professions was Crafter. With a Crafter in the party, he could make, repair, and even generate new equipment, even magical stuff. Lets let the Crafter deal with traps and locks and the like as well. The Crafter was originally a cobbler of shoes...and now that he's a hero, he can make mangificent magical sandals and can use fabric, a needle, and a swatch of leather to MacGuyver the lock open.</p><p></p><p>Or what if one of the Professions was Diplomat. With a Diplomat in the party, she could tell you which fork to use at the noble's dinner, but also persuade the shopkeeper to give you a discount and convince the rampaging orc to simmer down and go home with a few stern words. The Diplomat war originally, say, a tavern entertainer, but now that she's a Hero, she can convince Devils to dance, and martial armies willing to defend her.</p><p></p><p>Or perhaps one of the Professions was Scoundrel. With a Scoundrel in the party, you could find wealth in any urban area, skulk about unseen, use disguises to fool others, etc. Perhaps before becoming a hero, they were just a poor street urchin, but bow that Destiny Has Chosen Them, they have become a creature at one with the shadows, who is a continual cipher, and who can even mask his true thoughts from mind-readers.</p><p></p><p>A few (no more than, say, 10) broad areas like this, made significantly powerful (e.g.: taking away from other skills) would mean a few mighty Silos that would really differentiate characters and give them a reason to have a background (because the skills they learned as a cobbler, or as a tavern wench, or as a street urchin, come into play in a heroic fashion). </p><p></p><p>It needs some work, but I'd rather make the mundane heroic than to ignore the mundane entirely because the heroic is more interesting. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 4019390, member: 2067"] The Background rules from (I think) PHB2 might make a good fit. Myself, I want to do something a little more drastic: Get rid of the normal skills. Make things that 'every adventurer would be trained in' (things that help you avoid getting eaten by a grue) automatic. Then, use a Profession rule reflecting a few broad sectors of profession. Make these VERY useful. For instance, let's say one of the Professions was Crafter. With a Crafter in the party, he could make, repair, and even generate new equipment, even magical stuff. Lets let the Crafter deal with traps and locks and the like as well. The Crafter was originally a cobbler of shoes...and now that he's a hero, he can make mangificent magical sandals and can use fabric, a needle, and a swatch of leather to MacGuyver the lock open. Or what if one of the Professions was Diplomat. With a Diplomat in the party, she could tell you which fork to use at the noble's dinner, but also persuade the shopkeeper to give you a discount and convince the rampaging orc to simmer down and go home with a few stern words. The Diplomat war originally, say, a tavern entertainer, but now that she's a Hero, she can convince Devils to dance, and martial armies willing to defend her. Or perhaps one of the Professions was Scoundrel. With a Scoundrel in the party, you could find wealth in any urban area, skulk about unseen, use disguises to fool others, etc. Perhaps before becoming a hero, they were just a poor street urchin, but bow that Destiny Has Chosen Them, they have become a creature at one with the shadows, who is a continual cipher, and who can even mask his true thoughts from mind-readers. A few (no more than, say, 10) broad areas like this, made significantly powerful (e.g.: taking away from other skills) would mean a few mighty Silos that would really differentiate characters and give them a reason to have a background (because the skills they learned as a cobbler, or as a tavern wench, or as a street urchin, come into play in a heroic fashion). It needs some work, but I'd rather make the mundane heroic than to ignore the mundane entirely because the heroic is more interesting. ;) [/QUOTE]
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Houserule: Non Adventuring Skills
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