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My NEW Skill list (feedback greatly appreciated!) LONG POST!
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<blockquote data-quote="Nyaricus" data-source="post: 4307487" data-attributes="member: 35678"><p>Fair enough <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>The idea is to have all senses under this skill. Search is essentually a close-up examination, so I think that fits with my design goals well enough.</p><p></p><p></p><p>Good point on the magical traps bit, that could definitely use some consideration...</p><p></p><p></p><p>Well, Use Rope is a throw-away anyways <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" /> Again, I'll have to consider this all...</p><p></p><p></p><p>Personally, my players and I hate the name "Insight" for the skill in 4e; it's much too vague, so we are going back to Sense Motive anyways <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" />. In any case, Disguise got the boot to Bluff, though I see I fialed to mention that <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":o" title="Eek! :o" data-smilie="9"data-shortname=":o" /> whoops.</p><p></p><p></p><p>Again, it's under Bluff. My bad <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><p></p><p></p><p>Eh, again the skill list is more for what a character can do - Architecture and Engineering isn't really relevant to an adventurer unless they use it for Siege Engineering or Sapping, and really those can be fine under Profession <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>Basically one may either use the skill intuitively or with careful training. It never made sense to me as a Cha skill.</p><p></p><p></p><p>Yes, some classes got boosts, and other classes had some re-arrangements. I'll go through them one by one, which I really should have done in the first place...</p><p></p><p>Barbarians get: Athletics, Handle Animal, Intimidate, Knowledge: Nature, Notice, Profession.</p><p><em>It made sense for this class to have Know: Nature and Notice as he's a wild, primal wilderness-type fellow. I thought it was a reasonable addition.</em></p><p></p><p>Bards get Acrobatics, Bluff, Concentration, Diplomacy, Knowledge (all skills; taken individually), Notice, Perform, Profession, Sense Motive, Sleight of Hand, Sneak, Use Magic Item</p><p><em>Bards don't change much here. I think their skill list is good for the Knowledge-fu, the pseudo-rogue angle, the entertainment and the party face route. Fits well enough.</em></p><p></p><p>Clerics get Concentration, Diplomacy, Knowledge: Arcana, History, Medicine, the Planes, Religion, Profession, Sense Motive.</p><p><em>Largely unchanged. I think they get a couple new Knowledge skills.</em></p><p></p><p>Druids get Athletics, Concentration, Diplomacy, Handle Animal, Knowledge: Arcana, History, Medicine, Nature, Religion, Notice, Profession, Sense Motive.</p><p><em>Again, largely unchanged. I wanted to made sure they filled the role as lore-keeper and wilderness master and their skill list was already fairly in-line with that, though I added a few things.</em></p><p></p><p>Fighters get Acrobatics, Athletics, Handle Animal, Intimidate, Knowledge: Local, Medicine, Profession</p><p><em>Their boost was long-overdue. All of the Athletics skills should have always been with the fighter - they especially benefit a "swashbuckler" style fighter, and even a heavily armoured battletank of a fighter will get use out of balance and Escape Artist. It just didn't make a lot of sense that the fighter couldn't worm his way out of the grasp of a HUGE monster. Knowledge: Local and Medicine also allow the fighter to be useful with hurt friends, and be able to do something very useful in town with various plot=hooks and the like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </em></p><p></p><p>Monks get Acrobatics, Athletics, Concentration, Knowledge: History, Medicine, Religion, Notice, Profession, Sense Motive, Sneak.</p><p><em>With Monks I focused on their religious aspect, and their more... "ninja-y" aspect, shall we say. I wanted their senses and body to be highly trained, so they definitely got Acrobatics, Athletics, Concentration, Notice, Sense Motive and Sneak. Also, they lost Diplomacy - I always thought it was a bit of a "gimme" for a class who had no true reason to be very diplomatic. That, plus the whole lore master aspect is well-represented in their skill list.</em></p><p></p><p>Paladins get Athletics, Concentration, Diplomacy, Handle Animal, Knowledge: History, Medicine, Religion, Profession, Sense Motive.</p><p><em>It never made sense to me that Paladins didn't have Climb, Jump and Swim - they were much like a fighter/cleric combo, and moreso on the fighters turf than anything (4e seems to agree with this, as an aside) so I gave them Athletics as a freebie. Other than that, the Paladin's list is exactly the same.</em></p><p></p><p>Rangers get Acrobatics, Athletics, Concentration, Handle Animal, Knowledge: History, Medicine, Nature, Religion, Notice, Profession, Sneak.</p><p><em>Rangers actually hugely benefit from the compression of skills - basically every standard skill they got in 3.5e, two or more are now simply one skill. That's why their list looks unusually thin. I also added in Knowledge: Religion (as they cast spells and choose gods and the like), Knowledge: History (as I like them to be more like LotR rangers, who are sort-of Keepers of the Old Ways of sorts) and I gave them Acrobatics as well. So, they got a boost.</em></p><p></p><p>Rogues get Acrobatics, Athletics, Bluff, Diplomacy, Intimidate, Knowledge: Local, Notice, Perform, Profession, Sense Motive, Sleight of Hand, Sneak, Use Magic Item, Use Mechanical Device, Use Psionic Item.</p><p><em>Really, no changes here asides from the addition of Use Psionic Item.</em></p><p></p><p>Sorcerers get Concentration, Knowledge: Arcana, the Planes, Profession, Sense Motive, Use Magic Item and one of the following: Bluff, Diplomacy or Intimidate.</p><p><em>Sorcerers got a boost, and BOY did they need it! I gave them Knowledge: the Planes as I really see no reason why they wouldn't know of that sort of thing anyways, and then I gave them their choice of social skill (Bluff, Diplomacy or Intimidate) as a flavour choice + Sense Motive. BAM, I think Sorcerers are up-to-par!</em></p><p></p><p>Wizards get Concentration, Knowledge (all skills; taken individually), Profession, Use Magic Item.</p><p><em>Wizards remain unchanged</em></p></blockquote><p></p>
[QUOTE="Nyaricus, post: 4307487, member: 35678"] Fair enough :) The idea is to have all senses under this skill. Search is essentually a close-up examination, so I think that fits with my design goals well enough. Good point on the magical traps bit, that could definitely use some consideration... Well, Use Rope is a throw-away anyways :p Again, I'll have to consider this all... Personally, my players and I hate the name "Insight" for the skill in 4e; it's much too vague, so we are going back to Sense Motive anyways :p. In any case, Disguise got the boot to Bluff, though I see I fialed to mention that :o whoops. Again, it's under Bluff. My bad :p Eh, again the skill list is more for what a character can do - Architecture and Engineering isn't really relevant to an adventurer unless they use it for Siege Engineering or Sapping, and really those can be fine under Profession :) Basically one may either use the skill intuitively or with careful training. It never made sense to me as a Cha skill. Yes, some classes got boosts, and other classes had some re-arrangements. I'll go through them one by one, which I really should have done in the first place... Barbarians get: Athletics, Handle Animal, Intimidate, Knowledge: Nature, Notice, Profession. [i]It made sense for this class to have Know: Nature and Notice as he's a wild, primal wilderness-type fellow. I thought it was a reasonable addition.[/i] Bards get Acrobatics, Bluff, Concentration, Diplomacy, Knowledge (all skills; taken individually), Notice, Perform, Profession, Sense Motive, Sleight of Hand, Sneak, Use Magic Item [i]Bards don't change much here. I think their skill list is good for the Knowledge-fu, the pseudo-rogue angle, the entertainment and the party face route. Fits well enough.[/i] Clerics get Concentration, Diplomacy, Knowledge: Arcana, History, Medicine, the Planes, Religion, Profession, Sense Motive. [i]Largely unchanged. I think they get a couple new Knowledge skills.[/i] Druids get Athletics, Concentration, Diplomacy, Handle Animal, Knowledge: Arcana, History, Medicine, Nature, Religion, Notice, Profession, Sense Motive. [i]Again, largely unchanged. I wanted to made sure they filled the role as lore-keeper and wilderness master and their skill list was already fairly in-line with that, though I added a few things.[/i] Fighters get Acrobatics, Athletics, Handle Animal, Intimidate, Knowledge: Local, Medicine, Profession [i]Their boost was long-overdue. All of the Athletics skills should have always been with the fighter - they especially benefit a "swashbuckler" style fighter, and even a heavily armoured battletank of a fighter will get use out of balance and Escape Artist. It just didn't make a lot of sense that the fighter couldn't worm his way out of the grasp of a HUGE monster. Knowledge: Local and Medicine also allow the fighter to be useful with hurt friends, and be able to do something very useful in town with various plot=hooks and the like :) [/i] Monks get Acrobatics, Athletics, Concentration, Knowledge: History, Medicine, Religion, Notice, Profession, Sense Motive, Sneak. [i]With Monks I focused on their religious aspect, and their more... "ninja-y" aspect, shall we say. I wanted their senses and body to be highly trained, so they definitely got Acrobatics, Athletics, Concentration, Notice, Sense Motive and Sneak. Also, they lost Diplomacy - I always thought it was a bit of a "gimme" for a class who had no true reason to be very diplomatic. That, plus the whole lore master aspect is well-represented in their skill list.[/i] Paladins get Athletics, Concentration, Diplomacy, Handle Animal, Knowledge: History, Medicine, Religion, Profession, Sense Motive. [i]It never made sense to me that Paladins didn't have Climb, Jump and Swim - they were much like a fighter/cleric combo, and moreso on the fighters turf than anything (4e seems to agree with this, as an aside) so I gave them Athletics as a freebie. Other than that, the Paladin's list is exactly the same.[/i] Rangers get Acrobatics, Athletics, Concentration, Handle Animal, Knowledge: History, Medicine, Nature, Religion, Notice, Profession, Sneak. [i]Rangers actually hugely benefit from the compression of skills - basically every standard skill they got in 3.5e, two or more are now simply one skill. That's why their list looks unusually thin. I also added in Knowledge: Religion (as they cast spells and choose gods and the like), Knowledge: History (as I like them to be more like LotR rangers, who are sort-of Keepers of the Old Ways of sorts) and I gave them Acrobatics as well. So, they got a boost.[/i] Rogues get Acrobatics, Athletics, Bluff, Diplomacy, Intimidate, Knowledge: Local, Notice, Perform, Profession, Sense Motive, Sleight of Hand, Sneak, Use Magic Item, Use Mechanical Device, Use Psionic Item. [i]Really, no changes here asides from the addition of Use Psionic Item.[/i] Sorcerers get Concentration, Knowledge: Arcana, the Planes, Profession, Sense Motive, Use Magic Item and one of the following: Bluff, Diplomacy or Intimidate. [i]Sorcerers got a boost, and BOY did they need it! I gave them Knowledge: the Planes as I really see no reason why they wouldn't know of that sort of thing anyways, and then I gave them their choice of social skill (Bluff, Diplomacy or Intimidate) as a flavour choice + Sense Motive. BAM, I think Sorcerers are up-to-par![/i] Wizards get Concentration, Knowledge (all skills; taken individually), Profession, Use Magic Item. [i]Wizards remain unchanged[/i] [/QUOTE]
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