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<blockquote data-quote="Yaarel" data-source="post: 8744787" data-attributes="member: 58172"><p>[USER=22424]@delericho[/USER] </p><p></p><p>I already do this now within rules: use Performance to represent the esthetic appeal. I often require two skill checks, one for esthetic beauty and one for technical skill. For example, an athletics check for a dance jump, or sleight of hand for a wellcrafted item.</p><p></p><p>I agree the artistic proficiencies, like a musical instrument, are currently a bit too all or nothing.</p><p></p><p></p><p>Deception is important but it must be an Intelligence check. (Not Charisma.) Deception includes technical forgeries, sounding knowledgeable to someone who is knowledgeable, keeping details consistent, and so on. It must be Intelligence.</p><p></p><p></p><p>Possibly, Persuasion and Intimidation are the same thing. But it is impossible to make an intimidation check, unless the player exploits a CREDIBLE threat. If someone is visually strong, threatening to attack someone can be credible. If someone is a lawyer, threatening to sue someone can be credible. It has to be some kind of threat. It is the threat itself that determines an intimidation check.</p><p></p><p></p><p>The DMs Guide mentions using ones background for ability proficiencies. I havent used this variant, so cant really comment.</p><p></p><p></p><p>Better yet. There are eight ability scores.</p><p></p><p>Physical abilities:</p><p>Strength and Constitution</p><p>Dexterity and ATHLETICS</p><p></p><p>Mental Abilities:</p><p>Intelligence and PERCEPTION</p><p>Charisma and Wisdom</p><p></p><p>Perception is the saving throw versus hidden creatures, illusions, and so on. To make a find hidden skill check, add ones own Stealth proficiency to the check. Knowing how to hide well includes knowing what to look for when others are hiding.</p><p></p><p></p><p>I use Nature for the four elements and physical sciences generally. Basically, it is alchemy, but includes astronomy and structural engineering, metalwork, and so on.</p><p></p><p></p><p>I use History for any human science, even language comprehension checks.</p><p></p><p></p><p>Sounds good.</p><p></p><p>I also let characters use medicine to concoct poisons, if they can acquire the relevant ingredients.</p><p></p><p>Sometimes medicine can identify an anatomical weakness.</p><p></p><p>I treat "animal handling" as if a kind of tool proficiency, for vehicle, special training, and anything relating to a pet.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 8744787, member: 58172"] [USER=22424]@delericho[/USER] I already do this now within rules: use Performance to represent the esthetic appeal. I often require two skill checks, one for esthetic beauty and one for technical skill. For example, an athletics check for a dance jump, or sleight of hand for a wellcrafted item. I agree the artistic proficiencies, like a musical instrument, are currently a bit too all or nothing. Deception is important but it must be an Intelligence check. (Not Charisma.) Deception includes technical forgeries, sounding knowledgeable to someone who is knowledgeable, keeping details consistent, and so on. It must be Intelligence. Possibly, Persuasion and Intimidation are the same thing. But it is impossible to make an intimidation check, unless the player exploits a CREDIBLE threat. If someone is visually strong, threatening to attack someone can be credible. If someone is a lawyer, threatening to sue someone can be credible. It has to be some kind of threat. It is the threat itself that determines an intimidation check. The DMs Guide mentions using ones background for ability proficiencies. I havent used this variant, so cant really comment. Better yet. There are eight ability scores. Physical abilities: Strength and Constitution Dexterity and ATHLETICS Mental Abilities: Intelligence and PERCEPTION Charisma and Wisdom Perception is the saving throw versus hidden creatures, illusions, and so on. To make a find hidden skill check, add ones own Stealth proficiency to the check. Knowing how to hide well includes knowing what to look for when others are hiding. I use Nature for the four elements and physical sciences generally. Basically, it is alchemy, but includes astronomy and structural engineering, metalwork, and so on. I use History for any human science, even language comprehension checks. Sounds good. I also let characters use medicine to concoct poisons, if they can acquire the relevant ingredients. Sometimes medicine can identify an anatomical weakness. I treat "animal handling" as if a kind of tool proficiency, for vehicle, special training, and anything relating to a pet. [/QUOTE]
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