Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Mike Mearl's on simplifying skills in D&D
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="AFGNCAAP" data-source="post: 3173018" data-attributes="member: 871"><p>I think the skill system should stick around, though I do think that the list of skills could be condensed somewhat.</p><p></p><p>I think a general Notice skill (instead of seperate Search/Spot/Listen checks) may work. I could see feats being adapted to provide bonuses in certain areas (like a +4 to spot, listen, or smell something)--it'd be a conditional modifier, which would be no different than the conditional modifiers to skills as they are right now (like the dwarf's Appraise bonus on metal or stone items only, for example).</p><p></p><p>Also, a general Stealth skill (that combines Hide and Move Silently) also seems feasible, also using conditional modifiers for certain areas, as well.</p><p></p><p>I'd argue that Spellcraft and Knowledge (arcana) should be combined into one skill (and similarly, Psicraft and Knowledge [psionics]), esp. since both are Int-based skills. If you want to still have soem distinction between knowing magic traditions & knowing how magic works, then grant spellcasters only a class ability to apply their Knowledge (arcana) skill for Spellcraft-like checks (sorta similar to the rogue's trapfinding class ability, in essence)--heck, call the class ability Spellcraft; do the same for Knowledge (psionics) with psychics, as well (calling their class ability Psicraft).</p><p></p><p>In addition, why not have a general Use Odd Device skill (which could cover Use Magic Device and Use Psionic Device, as well as possibly for using any other intricate device [other than weapons])? It'd be a way for characters to "use that weird doohickey" in any event, whether it's a magic item, a psionic item, an artificer's complex device, an artifact, or even a stray piece of high-tech equipment.</p><p></p><p>Open Lock and Disable Device could be fused into one skill, Manipulate Device. However, I could see these staying seperate, esp. due to synergy bonuses from other skills (like specific Craft skills).</p><p></p><p>If you really want to, why not go with an Interact skill that takes over the functions of Bluff, Diplomacy, Gather Information, Intimidate, and maybe even Handle Animal. Once again, conditional modifiers can apply in different areas (like a druid's/ranger's Wild Empathy bonuses/abilities only applying to Interact skill checks with animals). But, I could easily see these skills staying seperate.</p><p></p><p>But, at the very least, I could go with Notice (instead of Listen, Search, & Spot), Stealth (instead of Hide & Move Silently), and Knowledge (arcana) (instead of Knowledge [arcana] & Spellcraft).</p></blockquote><p></p>
[QUOTE="AFGNCAAP, post: 3173018, member: 871"] I think the skill system should stick around, though I do think that the list of skills could be condensed somewhat. I think a general Notice skill (instead of seperate Search/Spot/Listen checks) may work. I could see feats being adapted to provide bonuses in certain areas (like a +4 to spot, listen, or smell something)--it'd be a conditional modifier, which would be no different than the conditional modifiers to skills as they are right now (like the dwarf's Appraise bonus on metal or stone items only, for example). Also, a general Stealth skill (that combines Hide and Move Silently) also seems feasible, also using conditional modifiers for certain areas, as well. I'd argue that Spellcraft and Knowledge (arcana) should be combined into one skill (and similarly, Psicraft and Knowledge [psionics]), esp. since both are Int-based skills. If you want to still have soem distinction between knowing magic traditions & knowing how magic works, then grant spellcasters only a class ability to apply their Knowledge (arcana) skill for Spellcraft-like checks (sorta similar to the rogue's trapfinding class ability, in essence)--heck, call the class ability Spellcraft; do the same for Knowledge (psionics) with psychics, as well (calling their class ability Psicraft). In addition, why not have a general Use Odd Device skill (which could cover Use Magic Device and Use Psionic Device, as well as possibly for using any other intricate device [other than weapons])? It'd be a way for characters to "use that weird doohickey" in any event, whether it's a magic item, a psionic item, an artificer's complex device, an artifact, or even a stray piece of high-tech equipment. Open Lock and Disable Device could be fused into one skill, Manipulate Device. However, I could see these staying seperate, esp. due to synergy bonuses from other skills (like specific Craft skills). If you really want to, why not go with an Interact skill that takes over the functions of Bluff, Diplomacy, Gather Information, Intimidate, and maybe even Handle Animal. Once again, conditional modifiers can apply in different areas (like a druid's/ranger's Wild Empathy bonuses/abilities only applying to Interact skill checks with animals). But, I could easily see these skills staying seperate. But, at the very least, I could go with Notice (instead of Listen, Search, & Spot), Stealth (instead of Hide & Move Silently), and Knowledge (arcana) (instead of Knowledge [arcana] & Spellcraft). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Mike Mearl's on simplifying skills in D&D
Top