Magius del Cotto
First Post
While reading through this thread, I came to a realization: according to the skills, nobody knows anything.
Seriously, Craft, Knowledge, Speak Language, and Profession are the skills that are almost never taken, for two reasons. 1) DMs don't use the skills that often because nobody ever takes them, and 2) the PCs never take the skills because the DMs never use them. Also, Wizards, supposedly the "smartest" of the adventuring classes, don't know as much as a well read rogue. Or the fact that your average barbarian "knows" as more than your average Fighter, even though the barbarians are the ones that are supposed to be uncivilized.
Because of these facts, I've decided to split the knowledge skills from the "practical" skills, with their own skill progression.
Barbarian 2
Bard 6
Cleric 6
Druid 4
Fighter 4
Monk 6
Paladin 4
Ranger 4
Rogue 4
Sorcerer 4
Wizard 8
To go along with this, I've been working on a list of "categories" for these knowledge skills (except Speak Language, which I haven't decided how to handle yet), which I'll provide here.
Knowledge: Arcane, Architecture and Engineering, Geography, History, Local, Nature, Nobility and Royalty, The Planes, Religion, Monsters
Profession: Apothecary, boater, bookkeeper, brewer, cook, driver, farmer, fisher, guide, herbalist, herdsman, innkeeper, lumberjack, miller, miner, porter, rancher, sailor, scribe, siege engineer, stablehand, tanner, teamster, woodcutter
Craft: Armorsmithing, basket weaving, bookbinding, bow making, blacksmithing, calligraphy, carpentry, cobbling, gem cutting, leatherworking, locksmithing, painting, pottery, sculpture, ship making, stonemasonry, trapmaking, weaponsmithing, weaving, poison making
Most of these can be found in the PHB, though Craft(Poison Making) is found in Song and Silence, and Knowledge(Monsters) is of my own creation. I'm also playing with the idea of using a knowledge(<specific monster>) (EG, Knowledge(Kobolds)) to grant tangible benifits against the specific monster (EG, +1 to damage at 5 ranks). However, I'm not entirely sure how to write it up, so help would be appreciated.
Knowledge(Monsters): Success shows the PC knows at least the name of the creature being faced (tentative DC = CR + DM's adjustment), success by 5 or more meants the PC knows something more specific (but still general) about the creature (normal hunting grounds, some likely tactics, etc). <Critical success increases the PC's Knowledge(<specific monster>) by one rank, not to exceed normal limits> (only if using Knowledge(<Specific Monster>))
So... What do you guys think of the system and custom skills, and how should I change it/them to make them better/more balanced?
Seriously, Craft, Knowledge, Speak Language, and Profession are the skills that are almost never taken, for two reasons. 1) DMs don't use the skills that often because nobody ever takes them, and 2) the PCs never take the skills because the DMs never use them. Also, Wizards, supposedly the "smartest" of the adventuring classes, don't know as much as a well read rogue. Or the fact that your average barbarian "knows" as more than your average Fighter, even though the barbarians are the ones that are supposed to be uncivilized.
Because of these facts, I've decided to split the knowledge skills from the "practical" skills, with their own skill progression.
Barbarian 2
Bard 6
Cleric 6
Druid 4
Fighter 4
Monk 6
Paladin 4
Ranger 4
Rogue 4
Sorcerer 4
Wizard 8
To go along with this, I've been working on a list of "categories" for these knowledge skills (except Speak Language, which I haven't decided how to handle yet), which I'll provide here.
Knowledge: Arcane, Architecture and Engineering, Geography, History, Local, Nature, Nobility and Royalty, The Planes, Religion, Monsters
Profession: Apothecary, boater, bookkeeper, brewer, cook, driver, farmer, fisher, guide, herbalist, herdsman, innkeeper, lumberjack, miller, miner, porter, rancher, sailor, scribe, siege engineer, stablehand, tanner, teamster, woodcutter
Craft: Armorsmithing, basket weaving, bookbinding, bow making, blacksmithing, calligraphy, carpentry, cobbling, gem cutting, leatherworking, locksmithing, painting, pottery, sculpture, ship making, stonemasonry, trapmaking, weaponsmithing, weaving, poison making
Most of these can be found in the PHB, though Craft(Poison Making) is found in Song and Silence, and Knowledge(Monsters) is of my own creation. I'm also playing with the idea of using a knowledge(<specific monster>) (EG, Knowledge(Kobolds)) to grant tangible benifits against the specific monster (EG, +1 to damage at 5 ranks). However, I'm not entirely sure how to write it up, so help would be appreciated.
Knowledge(Monsters): Success shows the PC knows at least the name of the creature being faced (tentative DC = CR + DM's adjustment), success by 5 or more meants the PC knows something more specific (but still general) about the creature (normal hunting grounds, some likely tactics, etc). <Critical success increases the PC's Knowledge(<specific monster>) by one rank, not to exceed normal limits> (only if using Knowledge(<Specific Monster>))
So... What do you guys think of the system and custom skills, and how should I change it/them to make them better/more balanced?