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Non-Weapon Proficiencies
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<blockquote data-quote="Kannik" data-source="post: 5784919" data-attributes="member: 984"><p>I second this idea; it is a similar tact I took in writing my 4e supplement for Trade Skills. </p><p></p><p>Certain skills are developed as more specific in their use, function and "game or encounter importance" (say climbing, survival, reading arcane energy, spot) while other skills or abilities or traits are more broad in their scope and breadth (artistry, sage knowledge, crafting, operating a ship, influence from having a certain title). I don't think there's a need to have every skill work quite exactly like the other (thus allowing this breadth of skill/trait/ability types), and having two/multiple pools in which to acquire these skills will prevent one from being 'devalued' by the other (ie, why take basket weaving when I need perception) or abused (ie, why take perception when Military Training is much broader and I can have an army at my beck and call). </p><p></p><p>Note: I don't think a trait should let you have an army at your beck and call. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p>Note 2: Even "specific" skills don't have to be uber-specific. Grouping a few similar abilities into one single skill is actually probably better than making every single possible ability a separate skill to be chosen.</p><p></p><p>Multiple pools of differing skill/trait types will allow PCs to have greater breadth of abilities, backgrounds and characters (and everyperson skills) and allow for greater RP, amusement and adventure types.</p><p></p><p>peace,</p><p></p><p>Kannik</p></blockquote><p></p>
[QUOTE="Kannik, post: 5784919, member: 984"] I second this idea; it is a similar tact I took in writing my 4e supplement for Trade Skills. Certain skills are developed as more specific in their use, function and "game or encounter importance" (say climbing, survival, reading arcane energy, spot) while other skills or abilities or traits are more broad in their scope and breadth (artistry, sage knowledge, crafting, operating a ship, influence from having a certain title). I don't think there's a need to have every skill work quite exactly like the other (thus allowing this breadth of skill/trait/ability types), and having two/multiple pools in which to acquire these skills will prevent one from being 'devalued' by the other (ie, why take basket weaving when I need perception) or abused (ie, why take perception when Military Training is much broader and I can have an army at my beck and call). Note: I don't think a trait should let you have an army at your beck and call. :P Note 2: Even "specific" skills don't have to be uber-specific. Grouping a few similar abilities into one single skill is actually probably better than making every single possible ability a separate skill to be chosen. Multiple pools of differing skill/trait types will allow PCs to have greater breadth of abilities, backgrounds and characters (and everyperson skills) and allow for greater RP, amusement and adventure types. peace, Kannik [/QUOTE]
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