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<blockquote data-quote="Crazy Jerome" data-source="post: 5784799" data-attributes="member: 54877"><p>Another way to do it is to use the same structure for all "skills" but silo them differently by campaign. If you want to just mix them altogether and let people pick, you can do that. Or you can assign them to different silos and preset the picks. Or you can have different silos and have a conversion rate (for "that guy" that absolutely has to get three background skills instead of one). </p><p> </p><p>Of course, if you do that, you can't go completely bonkers in how complicated you make the skills advance or work--but probably should not anyway. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p> </p><p>Barring something that wide open, I could live with maybe a three-tiered skill model:</p><p> </p><p>1. The really good adventuring stuff (like Perception). You get a set amount of these by level, and class choices don't change much (maybe a few key +2 mods, similar to what races do now).</p><p> </p><p>2. That in-between stuff that has some real application at times in adventuring but doesn't come up as much and/or got rolled into another skill in 3.5/4E (like swimming or languages). You get a wider assortment of these, some from classes, some from race, and some from a few general picks.</p><p> </p><p>3. The mostly flavor stuff, that only matters in the adventuring context if you set up your game to make it matter--i.e. engrave the silver service set for the baron as a gift. You can have as much or as little of this as you want to detail, by campaign.</p><p> </p><p>Then let people trade down if they want, perhaps even 3:1 each jump (i.e. a tier 1 pick can trade for three tier 2 picks).</p><p> </p><p>Then a few things that are set for the default may not work for you. For example, crafting magic items might default to tier 2. But your game could be anything from "you'll never have much time to do this," to "heck no, you have to pay serious tier 1 costs to get that."</p><p> </p><p>If we have a longer list, let's just not pretend that for the average game, each one is even close to the same value from a utility perspective.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5784799, member: 54877"] Another way to do it is to use the same structure for all "skills" but silo them differently by campaign. If you want to just mix them altogether and let people pick, you can do that. Or you can assign them to different silos and preset the picks. Or you can have different silos and have a conversion rate (for "that guy" that absolutely has to get three background skills instead of one). Of course, if you do that, you can't go completely bonkers in how complicated you make the skills advance or work--but probably should not anyway. :D Barring something that wide open, I could live with maybe a three-tiered skill model: 1. The really good adventuring stuff (like Perception). You get a set amount of these by level, and class choices don't change much (maybe a few key +2 mods, similar to what races do now). 2. That in-between stuff that has some real application at times in adventuring but doesn't come up as much and/or got rolled into another skill in 3.5/4E (like swimming or languages). You get a wider assortment of these, some from classes, some from race, and some from a few general picks. 3. The mostly flavor stuff, that only matters in the adventuring context if you set up your game to make it matter--i.e. engrave the silver service set for the baron as a gift. You can have as much or as little of this as you want to detail, by campaign. Then let people trade down if they want, perhaps even 3:1 each jump (i.e. a tier 1 pick can trade for three tier 2 picks). Then a few things that are set for the default may not work for you. For example, crafting magic items might default to tier 2. But your game could be anything from "you'll never have much time to do this," to "heck no, you have to pay serious tier 1 costs to get that." If we have a longer list, let's just not pretend that for the average game, each one is even close to the same value from a utility perspective. [/QUOTE]
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