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My NEW Skill list (feedback greatly appreciated!) LONG POST!
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<blockquote data-quote="StreamOfTheSky" data-source="post: 4294719" data-attributes="member: 35909"><p>I don't agree with the groupings, and would change them as follows:</p><p></p><p>Notice: Spot and listen is good enough already.</p><p></p><p>Use Mechanical Device: Group Search and Disable Device together, making this purely (int). Perhaps also let the PC use this to create traps of his own, as opposed to using Profession. This could probably use a new name, too. DD can be used on magical traps, too afterall.</p><p></p><p>Sleight of Hand: Add Open Locks here. It may have three now, but it's still much weaker than Notice, Athletics, and Acrobatics.</p><p></p><p>Sense Motive: If you're going to leave this skill on its own (and if you put Disguise under Bluff, as suggested below), perhaps make it this skill that opposes the disguise check, instead of Notice? If you do this, perhaps name it Insight, like in 4E.</p><p></p><p>Questions:</p><p>Where's Disguise? If I'm not blind and it's not there, maybe add it with Bluff? Perform could possibly work for a spot, too.</p><p>History needs more. Why not add architecture and engineering to it? Ooh, and use it as an alternative for Profession (seige engineer).</p><p>Why does UMI and UPI allow int use, when the skills they were formed from were both strictly charisma?</p><p></p><p>As far as class balance...the real winners are classes that got free skills via having one of the old skills in the new combos, most noticeably classes like Barbarian that get listen but not spot (Swordsages and a few other non-core classes are like this as well). What exactly did you do to determine the new class skills? Fighter gets Acrobatics, for example, but never had any of those 3 skills before. Did you add on picks to make up for "shafting"? Barbarian class skills look too close to Fighter/Sorceror/Cleric's in number, considering the former had an extra 2 skill points a level over the latter. Ranger list looks too short, Paladin's too long.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 4294719, member: 35909"] I don't agree with the groupings, and would change them as follows: Notice: Spot and listen is good enough already. Use Mechanical Device: Group Search and Disable Device together, making this purely (int). Perhaps also let the PC use this to create traps of his own, as opposed to using Profession. This could probably use a new name, too. DD can be used on magical traps, too afterall. Sleight of Hand: Add Open Locks here. It may have three now, but it's still much weaker than Notice, Athletics, and Acrobatics. Sense Motive: If you're going to leave this skill on its own (and if you put Disguise under Bluff, as suggested below), perhaps make it this skill that opposes the disguise check, instead of Notice? If you do this, perhaps name it Insight, like in 4E. Questions: Where's Disguise? If I'm not blind and it's not there, maybe add it with Bluff? Perform could possibly work for a spot, too. History needs more. Why not add architecture and engineering to it? Ooh, and use it as an alternative for Profession (seige engineer). Why does UMI and UPI allow int use, when the skills they were formed from were both strictly charisma? As far as class balance...the real winners are classes that got free skills via having one of the old skills in the new combos, most noticeably classes like Barbarian that get listen but not spot (Swordsages and a few other non-core classes are like this as well). What exactly did you do to determine the new class skills? Fighter gets Acrobatics, for example, but never had any of those 3 skills before. Did you add on picks to make up for "shafting"? Barbarian class skills look too close to Fighter/Sorceror/Cleric's in number, considering the former had an extra 2 skill points a level over the latter. Ranger list looks too short, Paladin's too long. [/QUOTE]
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