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My new Skill list (feedback needed and appreciated!)
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<blockquote data-quote="Set" data-source="post: 4013381" data-attributes="member: 41584"><p>I go with;</p><p>Balance + Tumble = Acrobatics</p><p>Listen + Spot = Notice (which also covers sensing things via taste, touch or scent)</p><p>Hide + Move Silenty = Stealth</p><p></p><p>Search remains it's own skill, as I see Spot/Listen as immediate / instinctive things and Search as more the CSI-type, 'we're gonna break down the room by quadrants and find that darn hidden loot!'</p><p></p><p>Forgery is just another Craft skill, IMO, and Use Rope just goes away, along with Use Pencil and Use Fork. The presence or absence of rope is simply a circumstance modifier for Escape Artist, Climb, Profession (sailor, lawman, slaver, teamster), etc. checks, IMO. It's not a skill.</p><p></p><ul> <li data-xf-list-type="ul"><br /> <br /> Spellcraft should be the application of magic, while Knowledge (arcana) is the study of magic. A non-spellcaster, such as a Monk or Rogue, could learn Knowledge (arcana), but only a spellcaster should be able to learn Spellcraft.<br /> <br /> That being said, I'm not sure Spellcraft is *needed* as it's own skill. Wizards use it to recognize spells being cast, in preparation for counterspelling them. A Rogue should be able to recognize a spell being cast, since that sounds like a Knowledge (arcana) role, even if he couldn't do a thing to counterspell it (although he could decide whether or not it's worth using an AoO to try and interrupt it, depending on what he's figured out).<br /> <br /> If a Spellcraft roll actually allowed a spellcaster to do something magically, perhaps affect his own spells via weak metamagic-type effects, or not damage an ally, or push it to a higher save DC with a great roll or something, then yeah, he'd be *crafting* his *spells,* but the written uses of Spellcraft don't really seem to do anything that Knowledge (arcana) couldn't cover. He's not 'applying' anything. Even if a Spellcraft check were to be used when the spellcaster is trying to cast a spell under adverse conditions, the skill would have some appropriate use, but no, that's a Concentration check!<br /> <br /> In a house-ruled game where a spellcaster had to make a skill check to cast *any* spell (sort of like the Truenamer from Tome of Magic or Psychic from the Complete Psychic Handbook), then sure, Spellcraft would have a purpose, but, as written, it really doesn't.<br /> <br /> <br /> <br /> That's a little too broad, I think. Geography and 'Naturalist' should perhaps be different skills.<br /> <br /> <br /> <br /> Having Heal be Wisdom based instead of Intelligence based always seemed like a 'gimme' to the Clerics, since they use Wisdom as a prime score. I like this idea.<br /> </li> </ul><p></p><p>Knowledge (trade) is also a pretty neat idea.</p></blockquote><p></p>
[QUOTE="Set, post: 4013381, member: 41584"] I go with; Balance + Tumble = Acrobatics Listen + Spot = Notice (which also covers sensing things via taste, touch or scent) Hide + Move Silenty = Stealth Search remains it's own skill, as I see Spot/Listen as immediate / instinctive things and Search as more the CSI-type, 'we're gonna break down the room by quadrants and find that darn hidden loot!' Forgery is just another Craft skill, IMO, and Use Rope just goes away, along with Use Pencil and Use Fork. The presence or absence of rope is simply a circumstance modifier for Escape Artist, Climb, Profession (sailor, lawman, slaver, teamster), etc. checks, IMO. It's not a skill. [list] Spellcraft should be the application of magic, while Knowledge (arcana) is the study of magic. A non-spellcaster, such as a Monk or Rogue, could learn Knowledge (arcana), but only a spellcaster should be able to learn Spellcraft. That being said, I'm not sure Spellcraft is *needed* as it's own skill. Wizards use it to recognize spells being cast, in preparation for counterspelling them. A Rogue should be able to recognize a spell being cast, since that sounds like a Knowledge (arcana) role, even if he couldn't do a thing to counterspell it (although he could decide whether or not it's worth using an AoO to try and interrupt it, depending on what he's figured out). If a Spellcraft roll actually allowed a spellcaster to do something magically, perhaps affect his own spells via weak metamagic-type effects, or not damage an ally, or push it to a higher save DC with a great roll or something, then yeah, he'd be *crafting* his *spells,* but the written uses of Spellcraft don't really seem to do anything that Knowledge (arcana) couldn't cover. He's not 'applying' anything. Even if a Spellcraft check were to be used when the spellcaster is trying to cast a spell under adverse conditions, the skill would have some appropriate use, but no, that's a Concentration check! In a house-ruled game where a spellcaster had to make a skill check to cast *any* spell (sort of like the Truenamer from Tome of Magic or Psychic from the Complete Psychic Handbook), then sure, Spellcraft would have a purpose, but, as written, it really doesn't. That's a little too broad, I think. Geography and 'Naturalist' should perhaps be different skills. Having Heal be Wisdom based instead of Intelligence based always seemed like a 'gimme' to the Clerics, since they use Wisdom as a prime score. I like this idea. [/list] Knowledge (trade) is also a pretty neat idea. [/QUOTE]
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