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Mortality Radio # 30: Ed Stark interview available...
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<blockquote data-quote="Steverooo" data-source="post: 812065" data-attributes="member: 9410"><p>Glad you like the "select your own Feats" idea. (I do, too!) <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>Spellslinger or Spell-less can BOTH be covered by the Ranger Class, WITHOUT a Prestige Class needed! There are two different methods for doing this!</p><p></p><p>Yes, Intuit Direction is a 3e Ranger skill, but that's not the point. Rumour has it that 3.5e's Survival skill will incorporate direction-finding, just as 3e's Wilderness Lore includes not getting lost. This rumour may or may not be true.</p><p></p><p>::Sigh!:: Again, with missing the point, (P)SH... A Ranger SHOULD be able to set various sorts of traps (snares, pits, spiked pits, deadfalls, (spiked) limb traps, etc). WL allows them to find food and water in the wild. Nowhere does it allow them the ability to set traps (try asking your GM to allow you to do this, next game - I've had GMs tell me no), nor to identify plants or animals (I've had GMs tell me Knowledge (Nature) was required for this), nor identify water quality, nor start fires without flint & steel or other tools, nor build shelters (I've had GMs tell me this required a Craft check)!</p><p></p><p>SO, what I'm saying is, let's state that the Ranger can set traps with DC 20 or less (Rogues also get to set higher level ones), and give rules for that. Let's add a few lines to Knowledge (Nature) and Survival that state that Knowledge (Nature) is an Academic skill, and that Survival includes all aspects of it, from a practical standpoint. In other words, you may not know that this plant is <em>Assea Aranion</em> without Knowledge (Nature), but you would know that it is not edible, poisonous, nor good for making rope. Profession (Herbalist) or Knowledge (Nature) would let you know that it is useful in healing the Black Breath.</p><p></p><p>Also, WL/Survival should allow you to tell water quality, and purify bad water. It should also explicitly state that it allows firestarting and shelterbuilding without tools, identification of tracks and "scat" to tell what types of creatures have been in the local area, and yes, even predict the weather!</p><p></p><p>It should also provide DCs for ALL of the above, and some guidelines on time!</p><p></p><p>This is as easy as pie, folks, even if you're not a Boyscout! The work was already done in 2e, except for the DCs part! Just assign them. Mine look something like this:</p><p></p><p>==============================================</p><p></p><p><strong></strong></p><p><strong>Additional Uses for Wilderness Lore: DC:</strong></p><p>To determine which types of creatures are within a mile (by tracks, scat, etc.): 15</p><p>To identify an animal (Knowledge (Nature) can also be used):10 + Rarity + Terrain Modifiers</p><p>To identify a magical beast: 15 + Rarity + Terrain Modifiers</p><p>To identify a normal plant and its usefulness (Knowledge (Nature) can also be used): </p><p> 10 + Rarity + Terrain Modifiers</p><p>To recognize a plant monster and its danger: 15 + Rarity + Terrain Modifiers</p><p>To determine the purity of water: 10</p><p>To purify bad water: 10</p><p>To leave/recognize trail signs (made to be recognized): 2</p><p>To accurately predict the weather: 0, +1/hour in advance</p><p>To start a fire (without aids): 15</p><p>To build a simple, weatherproof structure (leanto, etc.): 15</p><p>To camouflage something (the Hide skill can also be used): 15</p><p>To build a simple deadfall, pit, or snare trap (DC <= 20): 10</p><p></p><p>==============================================</p><p></p><p>See what I mean? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Steverooo, post: 812065, member: 9410"] Glad you like the "select your own Feats" idea. (I do, too!) :D Spellslinger or Spell-less can BOTH be covered by the Ranger Class, WITHOUT a Prestige Class needed! There are two different methods for doing this! Yes, Intuit Direction is a 3e Ranger skill, but that's not the point. Rumour has it that 3.5e's Survival skill will incorporate direction-finding, just as 3e's Wilderness Lore includes not getting lost. This rumour may or may not be true. ::Sigh!:: Again, with missing the point, (P)SH... A Ranger SHOULD be able to set various sorts of traps (snares, pits, spiked pits, deadfalls, (spiked) limb traps, etc). WL allows them to find food and water in the wild. Nowhere does it allow them the ability to set traps (try asking your GM to allow you to do this, next game - I've had GMs tell me no), nor to identify plants or animals (I've had GMs tell me Knowledge (Nature) was required for this), nor identify water quality, nor start fires without flint & steel or other tools, nor build shelters (I've had GMs tell me this required a Craft check)! SO, what I'm saying is, let's state that the Ranger can set traps with DC 20 or less (Rogues also get to set higher level ones), and give rules for that. Let's add a few lines to Knowledge (Nature) and Survival that state that Knowledge (Nature) is an Academic skill, and that Survival includes all aspects of it, from a practical standpoint. In other words, you may not know that this plant is [I]Assea Aranion[/I] without Knowledge (Nature), but you would know that it is not edible, poisonous, nor good for making rope. Profession (Herbalist) or Knowledge (Nature) would let you know that it is useful in healing the Black Breath. Also, WL/Survival should allow you to tell water quality, and purify bad water. It should also explicitly state that it allows firestarting and shelterbuilding without tools, identification of tracks and "scat" to tell what types of creatures have been in the local area, and yes, even predict the weather! It should also provide DCs for ALL of the above, and some guidelines on time! This is as easy as pie, folks, even if you're not a Boyscout! The work was already done in 2e, except for the DCs part! Just assign them. Mine look something like this: ============================================== [B] Additional Uses for Wilderness Lore: DC:[/B] To determine which types of creatures are within a mile (by tracks, scat, etc.): 15 To identify an animal (Knowledge (Nature) can also be used):10 + Rarity + Terrain Modifiers To identify a magical beast: 15 + Rarity + Terrain Modifiers To identify a normal plant and its usefulness (Knowledge (Nature) can also be used): 10 + Rarity + Terrain Modifiers To recognize a plant monster and its danger: 15 + Rarity + Terrain Modifiers To determine the purity of water: 10 To purify bad water: 10 To leave/recognize trail signs (made to be recognized): 2 To accurately predict the weather: 0, +1/hour in advance To start a fire (without aids): 15 To build a simple, weatherproof structure (leanto, etc.): 15 To camouflage something (the Hide skill can also be used): 15 To build a simple deadfall, pit, or snare trap (DC <= 20): 10 ============================================== See what I mean? :p [/QUOTE]
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