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How would you change skills in 5.5e
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<blockquote data-quote="Jahydin" data-source="post: 9027261" data-attributes="member: 6984869"><p>Ooh, let me get my old houserules for you...</p><p></p><p><strong>Medicine</strong>: Can be used to make non-magical "potions" of sorts with the "right" ingredients. Think minor healing/poison items.</p><p><strong>Perform</strong>: This skill replaces a lot of Proficiencies since I dropped that concept.</p><p><strong>Intimidate</strong>: Very useful as is I think. It's used in situations where persuasion wouldn't work and the outcome should be different. </p><p><strong>Animal Handling</strong>: Whenever a PC takes this skill they get a free animal companion!</p><p><strong>Investigation</strong>: Besides actual investigating, I use this skill in place of Perception for any type of active searching.</p><p><strong>Perception</strong>: Noticing potential danger instinctively. Not everything can be puzzled out with your brain, sometimes you have to trust your gut. Success might be more difficult and cryptic compared to Investigate, but its near automatic making it useful in its own right.</p><p><strong>Thieves' Tools/Disguise Kit</strong>: Both separate skills for me since I dropped Proficiencies.</p><p></p><p>Also of note, I always tied skills directly into the adventures for fun. For instance, Medicine could be used to find the right herb to cure the villager's mysterious illness. Failure meant the PCs would have to travel and search for a Wiseman. Just make sure the checks are for meaningful situations and failure results in a setback, never a dead-end.</p></blockquote><p></p>
[QUOTE="Jahydin, post: 9027261, member: 6984869"] Ooh, let me get my old houserules for you... [B]Medicine[/B]: Can be used to make non-magical "potions" of sorts with the "right" ingredients. Think minor healing/poison items. [B]Perform[/B]: This skill replaces a lot of Proficiencies since I dropped that concept. [B]Intimidate[/B]: Very useful as is I think. It's used in situations where persuasion wouldn't work and the outcome should be different. [B]Animal Handling[/B]: Whenever a PC takes this skill they get a free animal companion! [B]Investigation[/B]: Besides actual investigating, I use this skill in place of Perception for any type of active searching. [B]Perception[/B]: Noticing potential danger instinctively. Not everything can be puzzled out with your brain, sometimes you have to trust your gut. Success might be more difficult and cryptic compared to Investigate, but its near automatic making it useful in its own right. [B]Thieves' Tools/Disguise Kit[/B]: Both separate skills for me since I dropped Proficiencies. Also of note, I always tied skills directly into the adventures for fun. For instance, Medicine could be used to find the right herb to cure the villager's mysterious illness. Failure meant the PCs would have to travel and search for a Wiseman. Just make sure the checks are for meaningful situations and failure results in a setback, never a dead-end. [/QUOTE]
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