New D20 Underworld Occupations

Bagpuss said:
Right, so someone who is experienced at getting a crowd going is going to be just as good performing Shakespear?

Acting implies taking on a role, pretending to be someone else. It is vaguely related but only in some much Stand-up is related to acting and Stand-Up is a whole different catagory.

A mixing desk and turntables use exactly the same skills and layout as a traditional keyboard? They have about as much in common as playing a flute does with playing a guitar (which are two seperate catagories).

If the catagories are going to be that broad they might as well have just had two catagories, Perform: Musically, and Perform: Non-Musically.

Why don't we put this to a question for Charles Ryan, since this seems like an issue with extensive application for the game on a long term basis. I'll post in on the WOTC boards.
 

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I am so lost .....:(

JK

Both are intereseting points, and everybody seems to be of their own opinion, i think post the query on the WOTC message boards would be a good idea.

Lemme know the results
 

Here is what Charles Ryan had to say on the matter of creating new perform skills and the rule against making new ones:

When designing new adventures, you should probably be pretty strict. When launching a campaign, you can be somewhat looser--but not too loose. Here's why:

Let's say you have a character who wants to be a performer--someone who's good at many types of performance. (Perhaps he's basing his character on someone like Harry Connick, Jr.--a person who sings, plays a couple of different types of instruments, and even acts. He isn't great at everything, but he's great at some things and at least competent at some others.) With the existing list, the player has eight skills to spread his skill points around. If you increase that without increasing the number of skill points characters get, you restrict the player to a smaller slice of the skill pie, as it were. The more skills you add to the game, the narrower the focus of individual characters. That may be OK in your game (especially if you only increase the list by 1 or 2 skills), but be aware that it does narrow your characters.

That's why you shouldn't be too loose with this when launching your campaign. Here's why you shouldn't introduce new skills into adventures:

Players choose their skills from the list in the book. There's virtually no chance that you (as GM) will think up a new skill, and the players will happen to have also thought up (and taken) exactly the same skill when they were making their characters. If you encourage the players to think up new skills, chances are they'll spend valuable skill points on skills that won't match up with what you call for in your adventures. Likewise, if you introduce new skills in your adventures, there's no chance that players will have ranks in those skills. If the skill matters to the adventure, the heroes will be unprepared. If it doesn't, why bother to define the new skill?

I hope that clarifies the rationale a bit. As always, you're welcome to change the game as you see fit!
 

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