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New WotC Article - The Role of Skills
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<blockquote data-quote="Frostmarrow" data-source="post: 5839333" data-attributes="member: 1122"><p>A human can pick up a club and do 1d6 damage. Unarmed a human (lacking natural weapons) will do 1d3 damage. I think it's a function of being medium-sized. However, with martial weapon proficiency a human can do 1d8 damage, or even as much as 1d12 damage by being proficient and sacrificing defense (not carrying a shield). </p><p></p><p>The skill effect die used should follow a similar pattern. If you are untrained your die depends on your race or size. Proficiency allows you to make good use of a suitable tool which will give you a higher die. Aggressiveness might double up on the bad stuff numerals but in return give you an even higher die.</p><p></p><p>So we have simple, martial, and exotic weapon proficiencies. By the same token we could have simple, trade, and exotic tool proficiencies. Dwarves for instance could have an innate smithing trade tools proficiency giving them access to 1d8-smithing tools. Rogues, naturally, would have trade thieves' picks and tools.</p><p></p><p>Some skills have no suitable tools for the tech level. Binoculars, a trade tool for spotting, simply haven't been invented yet. Some skills are more about what you wear and those should mimic armor proficiencies. –Diplomacy and tumbling comes to mind.</p><p></p><p>We could also have magical implements and musical instruments following suit.</p><p></p><p>On top of this we add magic as is tradition in D&D. It means a low level professional, while highly skilled, can't hold a candle to a dwarf equipped with The Hammer of Kharas.</p><p></p><p>I do like the idea of novices through grand masters but I find that idea too far removed from the D&D, quirky as it is, I've come to appreciate.</p><p></p><p>Skill | simple tool | trade tool | exotic tool</p><p>Acrobatics | light armor | no armor | cat suit</p><p>Arcana | na | spell book | laboratory</p><p>Athletics | medium armor | light armor | girdle</p><p>Bluff | na | na | na</p><p>Diplomacy | na | fancy clothes | heavy armor</p><p>Dungeoneering | adventuring gear | 10' pole | canary</p><p>Endurance | na | light armor | no armor</p><p>Heal | band aid | healing kit | drugs</p><p>History | stories | books | artefacts</p><p>Insight | na | na | na</p><p>Intimidate | na | spikes | skull mask</p><p>Nature | na | na | na</p><p>Perception | na | binoculars | magnifying glass</p><p>Religion | scriptures | holy symbol | ritual paraphernalia</p><p>Stealth | na | soft boots | ninja stealth suit</p><p>Streetwise | cp | sp | gp</p><p>Thievery | na | thieves' picks and tools | skeleton key</p></blockquote><p></p>
[QUOTE="Frostmarrow, post: 5839333, member: 1122"] A human can pick up a club and do 1d6 damage. Unarmed a human (lacking natural weapons) will do 1d3 damage. I think it's a function of being medium-sized. However, with martial weapon proficiency a human can do 1d8 damage, or even as much as 1d12 damage by being proficient and sacrificing defense (not carrying a shield). The skill effect die used should follow a similar pattern. If you are untrained your die depends on your race or size. Proficiency allows you to make good use of a suitable tool which will give you a higher die. Aggressiveness might double up on the bad stuff numerals but in return give you an even higher die. So we have simple, martial, and exotic weapon proficiencies. By the same token we could have simple, trade, and exotic tool proficiencies. Dwarves for instance could have an innate smithing trade tools proficiency giving them access to 1d8-smithing tools. Rogues, naturally, would have trade thieves' picks and tools. Some skills have no suitable tools for the tech level. Binoculars, a trade tool for spotting, simply haven't been invented yet. Some skills are more about what you wear and those should mimic armor proficiencies. –Diplomacy and tumbling comes to mind. We could also have magical implements and musical instruments following suit. On top of this we add magic as is tradition in D&D. It means a low level professional, while highly skilled, can't hold a candle to a dwarf equipped with The Hammer of Kharas. I do like the idea of novices through grand masters but I find that idea too far removed from the D&D, quirky as it is, I've come to appreciate. Skill | simple tool | trade tool | exotic tool Acrobatics | light armor | no armor | cat suit Arcana | na | spell book | laboratory Athletics | medium armor | light armor | girdle Bluff | na | na | na Diplomacy | na | fancy clothes | heavy armor Dungeoneering | adventuring gear | 10' pole | canary Endurance | na | light armor | no armor Heal | band aid | healing kit | drugs History | stories | books | artefacts Insight | na | na | na Intimidate | na | spikes | skull mask Nature | na | na | na Perception | na | binoculars | magnifying glass Religion | scriptures | holy symbol | ritual paraphernalia Stealth | na | soft boots | ninja stealth suit Streetwise | cp | sp | gp Thievery | na | thieves' picks and tools | skeleton key [/QUOTE]
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New WotC Article - The Role of Skills
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