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<blockquote data-quote="Asurya" data-source="post: 4020624" data-attributes="member: 59648"><p>ôÔ</p><p></p><p>that's quite something here, Turanil</p><p>you realise that you compressed more than eve SWSE did? (and I found Saga already did a heavy use of the merging tool)</p><p>I like your wrapping of multiple uses in an generic <em>Profession</em> skill though, it does not change a thing balance-wise but make thing clearer. :hat_down:</p><p>on <em>Healing</em> and <em>Stealth</em> I totally agree too.</p><p></p><p>if only one need change, your Know.[arcana] is way too powerful: UMD is known to be one of the (if not THE) best skill available out there, and Spellcraft is very useful too (dispel, counterspell, assess encounter), wraping them together is no brainer :\</p><p></p><p>[edit (reread your lists)]</p><p><s><em>Manipulation</em> is too all-inclusive too.</s> on a second thought, <em>Manipulation</em> could be fine, depending on the campaign.</p><p></p><p><em>Notice</em> on the other hand, should be enough with only the senses (<em>Spot</em>/<em>Listen</em>/<em>Smell</em>), letting <em>Search</em> for another use (<em>Profession[Detective]</em>?)</p><p></p><p>another question: do you keep the extra use of the skills various splatbooks give (I'm not talking about feat, just "new use for old skills")? Because if so, <em>Acrobatics</em> (which is potent) become really nasty: you can move 10ft as a 5ft-step with Tumble DC25 and you can use Balance to negate Trip (opposed roll) and Tremorsense (DC20(not so sure about the DC) to stand perfectly still) :\</p><p>[/edit]</p><p></p><p>I understand it's for a specific use where not anyone can have it, but, I would burn a feat slot without a second though just to hav access to one of these branches</p></blockquote><p></p>
[QUOTE="Asurya, post: 4020624, member: 59648"] ôÔ that's quite something here, Turanil you realise that you compressed more than eve SWSE did? (and I found Saga already did a heavy use of the merging tool) I like your wrapping of multiple uses in an generic [i]Profession[/i] skill though, it does not change a thing balance-wise but make thing clearer. :hat_down: on [I]Healing[/I] and [I]Stealth[/I] I totally agree too. if only one need change, your Know.[arcana] is way too powerful: UMD is known to be one of the (if not THE) best skill available out there, and Spellcraft is very useful too (dispel, counterspell, assess encounter), wraping them together is no brainer :\ [edit (reread your lists)] [S][I]Manipulation[/I] is too all-inclusive too.[/S] on a second thought, [I]Manipulation[/I] could be fine, depending on the campaign. [I]Notice[/I] on the other hand, should be enough with only the senses ([I]Spot[/I]/[I]Listen[/I]/[I]Smell[/I]), letting [I]Search[/I] for another use ([I]Profession[Detective][/I]?) another question: do you keep the extra use of the skills various splatbooks give (I'm not talking about feat, just "new use for old skills")? Because if so, [I]Acrobatics[/I] (which is potent) become really nasty: you can move 10ft as a 5ft-step with Tumble DC25 and you can use Balance to negate Trip (opposed roll) and Tremorsense (DC20(not so sure about the DC) to stand perfectly still) :\ [/edit] I understand it's for a specific use where not anyone can have it, but, I would burn a feat slot without a second though just to hav access to one of these branches [/QUOTE]
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