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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Ideas for a simpler D&D *mostly about skills*
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<blockquote data-quote="fuindordm" data-source="post: 1768067" data-attributes="member: 5435"><p>This skill system looks nice and tight, very well thought out! A couple of comments/ideas...</p><p></p><p></p><p></p><p>It doesn't seem necessary to separate scale walls from climb.</p><p></p><p></p><p></p><p>I actually quite like the fact that 3E/3.5E has differentiated these kinds of</p><p>interactions. I'd like to see a way to preserve the difference somehow. Maybe</p><p>just separating Bluff out into its own skill would be enough, since that one has</p><p>a couple of other specific uses such as feinting and creating a diversion to hide</p><p>that are very good for rogues.</p><p></p><p></p><p></p><p>I would separate Handle Animal and Ride (Cha and Dex, repectively), since Ride</p><p>has so many combat-oriented uses and the two obvious depend on different stats.</p><p>Handle animal could be made more attractive by folding in the Animal Empathy </p><p>special ability.</p><p></p><p>Finally, why no Use Magic Device? I think this skill is really cool and a great way for </p><p>characters without spells to still have some affinity with magic.</p><p></p><p>You also missed Sense Motive, and Disguise, more very useful skills that I think really</p><p>need to be on their own (although Disguise might be rolled into Bluff).</p><p></p><p></p><p></p><p>This is a really elegant idea.</p><p></p><p>What's still missing is a way for characters to specialize in one skill, so I would still</p><p>make it an unnamed bonus (that way they can still boost a skill by taking a feat).</p><p>I would also change skill focus back to a +2, since so many skills are now 2 or 3 skills</p><p>folded into one, and scrap all the +2/+2 feats from the simplified game.</p><p></p><p>So here's the skill list that makes sense to me (sorted by dependent stat)</p><p></p><p>Alertness (Spot, Search, Listen), wis</p><p>Survival, wis</p><p>Heal, wis</p><p>Sense Motive, wis</p><p>Athletics (Climb, Swim, Jump) str</p><p>Sneak (Hide, Move Silently) dex</p><p>Acrobatics (Tumble, Balance) dex</p><p>Sleight of Hand, dex</p><p>Ride dex</p><p>Influence (Intimidate, Diplomacy) cha</p><p>Bluff cha</p><p>Handle Animal cha</p><p>Use Magic Device cha</p><p>Disguise cha</p><p>Tricks and Traps (Open Locks, Disable Device, Craft complex devices), int</p><p>Decipher Script, int</p><p>Spellcraft, int</p><p>Knowledge, int</p><p></p><p>I think this list also allows for more variety among rogues--the basic thief type gets Alertness, Sneak, Acrobatics, Sleight of Hand, Tricks&Traps, and Bluff, but I can easily imagine swapping Sleight of Hand for Athletics and T&T for Influence to make a swashbuckler or Acrobatics and Bluff for UMD and Decipher Script for more an adventuring arcane scholar.</p><p></p><p>The mechanic you've come up with is simple and sweet, though. You can make a unique-feeling character in seconds without agonizing over where to put every last skill point, and I really like that.</p><p></p><p>Following the thread with interest.</p><p></p><p>--Ben</p></blockquote><p></p>
[QUOTE="fuindordm, post: 1768067, member: 5435"] This skill system looks nice and tight, very well thought out! A couple of comments/ideas... It doesn't seem necessary to separate scale walls from climb. I actually quite like the fact that 3E/3.5E has differentiated these kinds of interactions. I'd like to see a way to preserve the difference somehow. Maybe just separating Bluff out into its own skill would be enough, since that one has a couple of other specific uses such as feinting and creating a diversion to hide that are very good for rogues. I would separate Handle Animal and Ride (Cha and Dex, repectively), since Ride has so many combat-oriented uses and the two obvious depend on different stats. Handle animal could be made more attractive by folding in the Animal Empathy special ability. Finally, why no Use Magic Device? I think this skill is really cool and a great way for characters without spells to still have some affinity with magic. You also missed Sense Motive, and Disguise, more very useful skills that I think really need to be on their own (although Disguise might be rolled into Bluff). This is a really elegant idea. What's still missing is a way for characters to specialize in one skill, so I would still make it an unnamed bonus (that way they can still boost a skill by taking a feat). I would also change skill focus back to a +2, since so many skills are now 2 or 3 skills folded into one, and scrap all the +2/+2 feats from the simplified game. So here's the skill list that makes sense to me (sorted by dependent stat) Alertness (Spot, Search, Listen), wis Survival, wis Heal, wis Sense Motive, wis Athletics (Climb, Swim, Jump) str Sneak (Hide, Move Silently) dex Acrobatics (Tumble, Balance) dex Sleight of Hand, dex Ride dex Influence (Intimidate, Diplomacy) cha Bluff cha Handle Animal cha Use Magic Device cha Disguise cha Tricks and Traps (Open Locks, Disable Device, Craft complex devices), int Decipher Script, int Spellcraft, int Knowledge, int I think this list also allows for more variety among rogues--the basic thief type gets Alertness, Sneak, Acrobatics, Sleight of Hand, Tricks&Traps, and Bluff, but I can easily imagine swapping Sleight of Hand for Athletics and T&T for Influence to make a swashbuckler or Acrobatics and Bluff for UMD and Decipher Script for more an adventuring arcane scholar. The mechanic you've come up with is simple and sweet, though. You can make a unique-feeling character in seconds without agonizing over where to put every last skill point, and I really like that. Following the thread with interest. --Ben [/QUOTE]
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