Quickleaf
Legend
I'm sure this has been discussed, but I'm wondering about skills I'm not seeing in the 4e list. I'm thinking along the lines of "non-adventuring skills". Are these just left to player fiat, as in "you have however many non-adventuring skills you think fit your PC's background"?
Is there an official word for non-adventuring skills?
How will you handle them?
Some examples:
1. Craft -- I've heard unsubstantiated rumor that it's handled by ritual rules. Any confirmation?
2. Engineering -- How to model a PC exploiting a weakness in a mechanical system like a mill or an aqueduct?
3. Farmwork -- Things like beekeeping, brewing, cheesemaking, farming, herding, teamstering, and winemaking were common skills. How do PCs control a herd of rampaging cattle?
4. Culture -- Besides language, there's etiquette, heraldry, and folklore. Are these covered by Diplomacy and History? How do PCs identify a coat of arms?
5. Gaming -- I'm thinking of cards, chess, dice, riddles, and puzzles. How will games of chance/strategy be handled in 4e? How about puzzle/riddle hints?
6. Letters -- How about business, calligraphy, cartography, composition, civics, linguistics, literature, mathematics, painting, and philosophy? How does a PC covertly fund rebels fighting the tyrannical king? How does a PC recognize a book or language?
7. Perform -- What about acting, comedy, dance, oratory, percussion, poetry, stringed, and wind instruments? Are these subsumed by Diplomacy or Intimidate and class powers?
8. Seamanship -- How will navigation and boating be handled?
9. Science -- I realize these are out of place in a traditional fantasy game, but what about a more historically based one? How would a PC perform an amazing feat of chemistry?
Is there an official word for non-adventuring skills?
How will you handle them?
Some examples:
1. Craft -- I've heard unsubstantiated rumor that it's handled by ritual rules. Any confirmation?
2. Engineering -- How to model a PC exploiting a weakness in a mechanical system like a mill or an aqueduct?
3. Farmwork -- Things like beekeeping, brewing, cheesemaking, farming, herding, teamstering, and winemaking were common skills. How do PCs control a herd of rampaging cattle?
4. Culture -- Besides language, there's etiquette, heraldry, and folklore. Are these covered by Diplomacy and History? How do PCs identify a coat of arms?
5. Gaming -- I'm thinking of cards, chess, dice, riddles, and puzzles. How will games of chance/strategy be handled in 4e? How about puzzle/riddle hints?
6. Letters -- How about business, calligraphy, cartography, composition, civics, linguistics, literature, mathematics, painting, and philosophy? How does a PC covertly fund rebels fighting the tyrannical king? How does a PC recognize a book or language?
7. Perform -- What about acting, comedy, dance, oratory, percussion, poetry, stringed, and wind instruments? Are these subsumed by Diplomacy or Intimidate and class powers?
8. Seamanship -- How will navigation and boating be handled?
9. Science -- I realize these are out of place in a traditional fantasy game, but what about a more historically based one? How would a PC perform an amazing feat of chemistry?