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General Tabletop Discussion
*Pathfinder & Starfinder
Ideas for a simpler D&D *mostly about skills*
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<blockquote data-quote="JDJarvis" data-source="post: 1770132" data-attributes="member: 18640"><p>lots of folks have some prettyy good ideas posted already.</p><p></p><p>here is the skil llist i've used in my homerules/basicish game:</p><p></p><p>Acrobatics (DEX) - How well trained a character is at acts of nimbleness and agility.</p><p> One may be able to use this skill to determine how well they can tumble about,</p><p> jump across gaps and escape bonds.</p><p></p><p>Banter (CHA) - How capable one is when speaking and trying to persuade others.</p><p>One may use this skill to Bluff, Distract, Intimidate or Taunt a Foe. A character skilled at banter may prove to be a capable diplomat or skilled performer and may be able to pass secret signals to friends without anyone nearby being able to notice.</p><p></p><p>Climb (STR) - Often one finds the need to climb up a tree to take a look about, scale a cliff face to avoid danger travel or get up out of a pit you fell into and this s the skill that would alow one to do just that.</p><p></p><p>Craft (INT) - The ability to make and repair things. There are multiple possible crafts including Alchemy, Smithing, Fletching ...</p><p></p><p>Disarm Traps (INT)- The ability to render a trap harmless to oneself and allies. If a character class </p><p> Doesn’t have this skill on their skill chart it cannot be chosen as an extra skill at 1st level.</p><p></p><p>Empathy (WIS) - The ability to sense the true motivations and feelings of others. One can use this skill to attempt to communicate with animals, spy on folks trying to pass secret messages and just maybe sense peoples true motives.</p><p></p><p>Healing (WIS) - The ability to apply medical treatment to the injured, poisoned and the ill.</p><p>One uses this skill to quickly bandage a ally to keep them from bleeding to death, to administer antidotes and potions to unconscious friends and to increase ones healing over the course of a full day of treatment.</p><p></p><p>Legends & Lore (INT)- Knowledge of what has happened before and what other claim has happened before. This is both knowledge of historical events, rumors and the deep secrets of mythology.</p><p></p><p>Mystic (INT) - Knowledge and capability with the workings of the magical arts. One trained in this </p><p>skill can identify spells, puzzle out the secrets of magical items and those truly skilled in magic will be able to improve their spell casting capabilities through the use of this skill. </p><p></p><p>Open Locks (DEX)- One trained in this skill can pick open locks on doors and chests without having to resort to force and making a lot of noise.</p><p></p><p>Notice (WIS)- The ability to spot hidden foes, hear almost silent footsteps of assassins, search for secret doors and hidden traps and stay aware in the most confusing of times. </p><p></p><p>Pick Pockets (DEX)- This skill may be used to steal small items from another person and possibly filtch small items that are out in the open.</p><p></p><p>Ride (DEX) - The ability to ride a mount such a s a common horse or even an amazing flying steed such as a griffon.</p><p></p><p>Sneak (DEX) - Stealthful folks will find themsleves sneaking about so as to move silently or hide in </p><p>shadows often sneaking away from someone can be as rewarding as sneaking up on them.</p><p></p><p>Swim (STR) - The ability to tread water . Higher ranks in this skill allow one to make impressive dives, </p><p>swim swiftly and for great periods of time.</p><p></p><p>Trade (INT) - Knowledge of business and the value of goods. One uses this skill when haggling over the prcie of goods or to appraise the true value of treasures and to conduct a successful professional business venture.</p><p></p><p>Wilderness Lore (WIS)- The ability to survive in the wilderness, finding shelter and food in remote locations and knowledge of common wild animals .</p></blockquote><p></p>
[QUOTE="JDJarvis, post: 1770132, member: 18640"] lots of folks have some prettyy good ideas posted already. here is the skil llist i've used in my homerules/basicish game: Acrobatics (DEX) - How well trained a character is at acts of nimbleness and agility. One may be able to use this skill to determine how well they can tumble about, jump across gaps and escape bonds. Banter (CHA) - How capable one is when speaking and trying to persuade others. One may use this skill to Bluff, Distract, Intimidate or Taunt a Foe. A character skilled at banter may prove to be a capable diplomat or skilled performer and may be able to pass secret signals to friends without anyone nearby being able to notice. Climb (STR) - Often one finds the need to climb up a tree to take a look about, scale a cliff face to avoid danger travel or get up out of a pit you fell into and this s the skill that would alow one to do just that. Craft (INT) - The ability to make and repair things. There are multiple possible crafts including Alchemy, Smithing, Fletching ... Disarm Traps (INT)- The ability to render a trap harmless to oneself and allies. If a character class Doesn’t have this skill on their skill chart it cannot be chosen as an extra skill at 1st level. Empathy (WIS) - The ability to sense the true motivations and feelings of others. One can use this skill to attempt to communicate with animals, spy on folks trying to pass secret messages and just maybe sense peoples true motives. Healing (WIS) - The ability to apply medical treatment to the injured, poisoned and the ill. One uses this skill to quickly bandage a ally to keep them from bleeding to death, to administer antidotes and potions to unconscious friends and to increase ones healing over the course of a full day of treatment. Legends & Lore (INT)- Knowledge of what has happened before and what other claim has happened before. This is both knowledge of historical events, rumors and the deep secrets of mythology. Mystic (INT) - Knowledge and capability with the workings of the magical arts. One trained in this skill can identify spells, puzzle out the secrets of magical items and those truly skilled in magic will be able to improve their spell casting capabilities through the use of this skill. Open Locks (DEX)- One trained in this skill can pick open locks on doors and chests without having to resort to force and making a lot of noise. Notice (WIS)- The ability to spot hidden foes, hear almost silent footsteps of assassins, search for secret doors and hidden traps and stay aware in the most confusing of times. Pick Pockets (DEX)- This skill may be used to steal small items from another person and possibly filtch small items that are out in the open. Ride (DEX) - The ability to ride a mount such a s a common horse or even an amazing flying steed such as a griffon. Sneak (DEX) - Stealthful folks will find themsleves sneaking about so as to move silently or hide in shadows often sneaking away from someone can be as rewarding as sneaking up on them. Swim (STR) - The ability to tread water . Higher ranks in this skill allow one to make impressive dives, swim swiftly and for great periods of time. Trade (INT) - Knowledge of business and the value of goods. One uses this skill when haggling over the prcie of goods or to appraise the true value of treasures and to conduct a successful professional business venture. Wilderness Lore (WIS)- The ability to survive in the wilderness, finding shelter and food in remote locations and knowledge of common wild animals . [/QUOTE]
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