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How would you change skills in 5.5e
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<blockquote data-quote="AnotherGuy" data-source="post: 9027252" data-attributes="member: 7029930"><p><u>Regarding Animal Handling:</u> I've allowed a ranger to use their Action during combat to make a <em>Animal Handling</em> check to stay a hellhound's attack for that round. They succeeded the first round, the second round they weren't so lucky and the hellhound unleashed their breath weapon. It was the player's idea to use <em>Animal Handling</em>, and I thought it was an interesting use of the character's skill and it made perfect sense in the fiction - <em>ranger encounters this fiendish looking canine, attempts first to try calm/stay its aggressiveness.</em></p><p>So, I allowed the use of the skill with an escalating DC for subsequent rounds.</p><p></p><p>But to answer the thread's question</p><p>1. I'd remove <em>Perception</em> all-together. It is an unnecessary Skill IMO (especially when you have <em>Insight</em> and <em>Investigation</em>). <em>Alertness</em> is a feat, you do not need a Danger-Sense.</p><p>2. I'd create sub-skills within each major skill. For instance <em>Athletics</em> would have Jumping, Running, Swimming, Climbing etc</p><p>3. I'd change the way Expertise works. Instead Expertise grants you Advantage on a particular sub-skill (specialities) of a skill you are proficient in. That would help the ridiculous breaking of Bounded Accuracy with the current Expertise rules.</p><p>4. I'd uncouple, attributes from checks. Just let the DM select which is more appropriate in a particular situation.</p><p>5. I'd split the "Skill" section into how VtM runs the system with a Skills and Knowledge section (talents are unnecessary) and include the combat section into that (archery, spellcasting, various weapon groups - think 2e's Broad Weapon Groups, grappling...etc). They all deal with the same proficiency anyways what is the point of separating Skills from one's skill with weapons?</p></blockquote><p></p>
[QUOTE="AnotherGuy, post: 9027252, member: 7029930"] [U]Regarding Animal Handling:[/U] I've allowed a ranger to use their Action during combat to make a [I]Animal Handling[/I] check to stay a hellhound's attack for that round. They succeeded the first round, the second round they weren't so lucky and the hellhound unleashed their breath weapon. It was the player's idea to use [I]Animal Handling[/I], and I thought it was an interesting use of the character's skill and it made perfect sense in the fiction - [I]ranger encounters this fiendish looking canine, attempts first to try calm/stay its aggressiveness.[/I] So, I allowed the use of the skill with an escalating DC for subsequent rounds. But to answer the thread's question 1. I'd remove [I]Perception[/I] all-together. It is an unnecessary Skill IMO (especially when you have [I]Insight[/I] and [I]Investigation[/I]). [I]Alertness[/I] is a feat, you do not need a Danger-Sense. 2. I'd create sub-skills within each major skill. For instance [I]Athletics[/I] would have Jumping, Running, Swimming, Climbing etc 3. I'd change the way Expertise works. Instead Expertise grants you Advantage on a particular sub-skill (specialities) of a skill you are proficient in. That would help the ridiculous breaking of Bounded Accuracy with the current Expertise rules. 4. I'd uncouple, attributes from checks. Just let the DM select which is more appropriate in a particular situation. 5. I'd split the "Skill" section into how VtM runs the system with a Skills and Knowledge section (talents are unnecessary) and include the combat section into that (archery, spellcasting, various weapon groups - think 2e's Broad Weapon Groups, grappling...etc). They all deal with the same proficiency anyways what is the point of separating Skills from one's skill with weapons? [/QUOTE]
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