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ISO Sources: New Uses For Old Skills
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<blockquote data-quote="_Michael_" data-source="post: 9604652" data-attributes="member: 7045276"><p>This is why I think just expanding the uses of skills without necessarily tying them to feats gives the players greater choices when it comes to niche skills and customization. Plus, in a low-magic setting, such expansion offers greater choices in combat without having to use magic. Higher DCs for the more extreme uses of the skills mean necessarily that the character must have a lot more skill ranks to pull such cinematic stunts off. And if I combine that with using skill tiers at every 5 ranks (Apprentice, Journeyman, Expert and Master), I can offer further talents for those willing to invest so many skill ranks to achieve truly epic-level exploits, again, further steering the characters away from relying solely upon magic users to save the day. Yeah, it will likely be a much more nitty-gritty system requiring more record-keeping (especially for classes like Alchemists and those that dabble in magic or witchcraft without being a full-fledged magic user), but to me, those details are what make players more invested and involved in world-building.</p><p></p><p>Boating, Navigation, and Research are the only non-Craft/Knowledge/Profession skills I added. The others are all in those aforementioned categories, and are really to provide simple structural framework that will offer quick resolution for when a player wants to pull a rabbit out of his hat with some stylish stunt. Much of the expansion in those three skills is also for NPC detail to offer better and more diverse shops and tradesmen available to the characters or to serve as background props. That's why I love the idea of specializing in those skills in niches that are often sought out by adventurers.</p></blockquote><p></p>
[QUOTE="_Michael_, post: 9604652, member: 7045276"] This is why I think just expanding the uses of skills without necessarily tying them to feats gives the players greater choices when it comes to niche skills and customization. Plus, in a low-magic setting, such expansion offers greater choices in combat without having to use magic. Higher DCs for the more extreme uses of the skills mean necessarily that the character must have a lot more skill ranks to pull such cinematic stunts off. And if I combine that with using skill tiers at every 5 ranks (Apprentice, Journeyman, Expert and Master), I can offer further talents for those willing to invest so many skill ranks to achieve truly epic-level exploits, again, further steering the characters away from relying solely upon magic users to save the day. Yeah, it will likely be a much more nitty-gritty system requiring more record-keeping (especially for classes like Alchemists and those that dabble in magic or witchcraft without being a full-fledged magic user), but to me, those details are what make players more invested and involved in world-building. Boating, Navigation, and Research are the only non-Craft/Knowledge/Profession skills I added. The others are all in those aforementioned categories, and are really to provide simple structural framework that will offer quick resolution for when a player wants to pull a rabbit out of his hat with some stylish stunt. Much of the expansion in those three skills is also for NPC detail to offer better and more diverse shops and tradesmen available to the characters or to serve as background props. That's why I love the idea of specializing in those skills in niches that are often sought out by adventurers. [/QUOTE]
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