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missing skills
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<blockquote data-quote="Quickleaf" data-source="post: 4117499" data-attributes="member: 20323"><p>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"? </p><p>Is there an official word for non-adventuring skills? </p><p>How will you handle them?</p><p></p><p>Some examples:</p><p></p><p>1. Craft -- I've heard unsubstantiated rumor that it's handled by ritual rules. Any confirmation?</p><p></p><p>2. Engineering -- How to model a PC exploiting a weakness in a mechanical system like a mill or an aqueduct?</p><p></p><p>3. Farmwork -- Things like beekeeping, brewing, cheesemaking, farming, herding, teamstering, and winemaking were common skills. How do PCs control a herd of rampaging cattle?</p><p></p><p>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?</p><p></p><p>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?</p><p></p><p>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?</p><p></p><p>7. Perform -- What about acting, comedy, dance, oratory, percussion, poetry, stringed, and wind instruments? Are these subsumed by Diplomacy or Intimidate and class powers?</p><p></p><p>8. Seamanship -- How will navigation and boating be handled?</p><p></p><p>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?</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 4117499, member: 20323"] 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? [/QUOTE]
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