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Let's Talk About 4E On Its Own Terms [+]
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<blockquote data-quote="Kannik" data-source="post: 9223118" data-attributes="member: 984"><p>Another awesome bit that I've noticed as we have started a new 4e game is 4e's skill list. Definitively compared to what was before, and still when compared to 5e's. Dungeoneering as an adventuring equivalent to Nature; Streetwise for ground-level interactions; Detect magic through the Arcana skill; Thievery to handle the gamut of scoundrels... skills that have a solid use in the adventuring life. </p><p></p><p>As to what's come in 5e, the re-introduction of Performance is nice. And Deception as a skill name might be better than Bluff, while I'm 50/50 of Diplomacy vs Persuasion. But Thievery as a clear thing is much better when compared to the tool proficiency vs skill proficiency weirdness that exists in 5e. Or what is Slight of Hand used for -- its seems like it'd just be a small subset of Thievery. Then there's the reintroduction of the Investigation vs Perception confusion from the 3e days.</p><p></p><p>On the other side of the coin, Endurance often ended up feeling anemic in 4e; that might be one that could be put aside. </p><p></p><p>(I would also bring in the decoupling of a particular skill to a particular attribute -- let the action determine the appropriate attribute and add the skill proficiency bonus if the skill applies to the skill. To use the Endurance sample above, have it be either a CON skill roll, adding Dungeoneering or Nature or Arcana or etc as appropriate depending on the environment you're in right now.)</p><p></p><p>[Edit to the above, the same could be done for Athletics/Acrobatics with a single skill, keyed off an attribute based on what you were doing.]</p></blockquote><p></p>
[QUOTE="Kannik, post: 9223118, member: 984"] Another awesome bit that I've noticed as we have started a new 4e game is 4e's skill list. Definitively compared to what was before, and still when compared to 5e's. Dungeoneering as an adventuring equivalent to Nature; Streetwise for ground-level interactions; Detect magic through the Arcana skill; Thievery to handle the gamut of scoundrels... skills that have a solid use in the adventuring life. As to what's come in 5e, the re-introduction of Performance is nice. And Deception as a skill name might be better than Bluff, while I'm 50/50 of Diplomacy vs Persuasion. But Thievery as a clear thing is much better when compared to the tool proficiency vs skill proficiency weirdness that exists in 5e. Or what is Slight of Hand used for -- its seems like it'd just be a small subset of Thievery. Then there's the reintroduction of the Investigation vs Perception confusion from the 3e days. On the other side of the coin, Endurance often ended up feeling anemic in 4e; that might be one that could be put aside. (I would also bring in the decoupling of a particular skill to a particular attribute -- let the action determine the appropriate attribute and add the skill proficiency bonus if the skill applies to the skill. To use the Endurance sample above, have it be either a CON skill roll, adding Dungeoneering or Nature or Arcana or etc as appropriate depending on the environment you're in right now.) [Edit to the above, the same could be done for Athletics/Acrobatics with a single skill, keyed off an attribute based on what you were doing.] [/QUOTE]
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