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My new Skill list (feedback needed and appreciated!)
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<blockquote data-quote="Afrodyte" data-source="post: 4023167" data-attributes="member: 8713"><p>OK. That makes it easier to help. When redoing skills, I try to keep this in mind:</p><p></p><p><u>Skills are what characters <em>DO</em>, not what they have</u></p><p></p><p>The more you see skills as actions and not as objects/subjects, the easier it is to figure out what belongs where.</p><p></p><p></p><p></p><p>I'm ambivalent about most Knowledge skills. As it stands, they can be really useful or completely for flavor. I don't mind flavor, but it needs more oomph. Currently, a couple of classes dominate with Knowledge skills, while others don't get much even if it's appropriate. </p><p></p><p>There are a couple of ways to handle this. You can adapt every class's skill list and add fitting Knowledge skills. You will also have to note exceptions to classes that have all Knowledge skills as class skills. Or, you can redo the skill list to account for these bodies of knowledge while giving them to appropriate classes. It all depends on what you like. For the moment, I'm going under the assumption that you want these types of skills to be more useful and distinct from each other.</p><p></p><p>So, for Knowledge: Arcana, Knowledge: Cryptography, Knowledge: Medicine, and Knowledge: Nature, I'd simply make them the following skills: Arcana, Investigate, Medicine, and Nature.</p><p></p><p>With the others, I'd ask: What do PCs do with that knowledge?</p><p></p><p></p><p></p><p>K. I've said it somewhere else, but performance should probably have more to do with some of the other social skills. At least consider synergy bonuses if applicable.</p></blockquote><p></p>
[QUOTE="Afrodyte, post: 4023167, member: 8713"] OK. That makes it easier to help. When redoing skills, I try to keep this in mind: [U]Skills are what characters [I]DO[/I], not what they have[/U] The more you see skills as actions and not as objects/subjects, the easier it is to figure out what belongs where. I'm ambivalent about most Knowledge skills. As it stands, they can be really useful or completely for flavor. I don't mind flavor, but it needs more oomph. Currently, a couple of classes dominate with Knowledge skills, while others don't get much even if it's appropriate. There are a couple of ways to handle this. You can adapt every class's skill list and add fitting Knowledge skills. You will also have to note exceptions to classes that have all Knowledge skills as class skills. Or, you can redo the skill list to account for these bodies of knowledge while giving them to appropriate classes. It all depends on what you like. For the moment, I'm going under the assumption that you want these types of skills to be more useful and distinct from each other. So, for Knowledge: Arcana, Knowledge: Cryptography, Knowledge: Medicine, and Knowledge: Nature, I'd simply make them the following skills: Arcana, Investigate, Medicine, and Nature. With the others, I'd ask: What do PCs do with that knowledge? K. I've said it somewhere else, but performance should probably have more to do with some of the other social skills. At least consider synergy bonuses if applicable. [/QUOTE]
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