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Paring the skill list
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<blockquote data-quote="steeldragons" data-source="post: 6063093" data-attributes="member: 92511"><p>hmmm. Lots of good points here...This seems like a good place to run what I'm thinking of as an ideal skill list passed a few discerning eyes. No threadjack intended and if it seems that way, I can always post it as a sepaate thread...</p><p></p><p>I can't say what the playtest holds. But this is, basically, what I'm looking at using/have found get used the most (in my experience). I think it is (for me) pleasingly concise while still covering a good array of things that players might want their character to be "good" at. Does this, for you all, span too far into the "too broad" and/or "too specific" and/or "unnecessary"? Too short? Too long? To vague? Missing X?</p><p></p><p><u>Non-Weapon Skills </u>[what ability to use for a check, some depend on the situation]</p><p></p><p><strong>Acrobatics</strong> [Dex. or Str.]:This skill includes all feats of gymnastics, climbing, jumping, and tumbling. </p><p><strong>Animal Handling</strong> [Wis.]: This skill aids how “good” the PC is dealing with animals. </p><p><strong>Appraisal </strong>[Int. or Wis.]: This skill involves the PC’s knowledge and estimation of an item’s worth and/or abilities.</p><p><strong>Athletics</strong> [Str.]: This skill applies to such activities as involve the PC’s physical strength and fitness. </p><p><strong>Combat Sense </strong>[Int. or Wis.]: This skill involves the PC’s alertness and a kind of ‘sixth sense’ in noticing or avoiding trouble.</p><p><strong>Disarm Device</strong> [Dex. or Int.]: This skill involves the PC’s ability to dismantle, or at least make nonfunctional, a mechanical device, most commonly locks and traps.</p><p><strong>Disguise</strong> [Int. or Cha.]: This skill applies to such activities as involve the PC’s ability to mask their appearance, even up close, when in plain view.</p><p><strong>Endurance</strong> [Con.]: This skill relates to all activities that apply to the PC’s constitution: resisting disease or poison, acting in extreme temperatures, etc... </p><p><strong>Forgery</strong> [Dex. or Int.]: This skill applies to the PC’s ability to create and discern fraudulent materials.</p><p><strong>Gather Information</strong> [Cha. or Wis.]: This skill applies to the PC’s ability to find things out that others may or may not be willing to share. </p><p><strong>Healing</strong> [Wis.]: This skill applies to the PC’s ability to provide simple first aid and medical techniques to themselves and others. </p><p><strong>Insight</strong> [Wis. or Cha]:This skill involves the PC’s ability to “read between the lines”, accurately gage reactions, read body language, and/or reasonably “hear” and follow their instincts, “listening to their gut”, as it were. </p><p><strong>Intimidate </strong>[Str. or Cha.]: This skill relates to all activities of the PC’s attempts to appear (or actually<em> be</em>) imposing or threatening to others</p><p><strong>Leadership</strong> [Cha.]:This skill involves the PC’s ability to be commanding, think strategically and, to a degree, exert your will over others without, necessarily, being intimidating.</p><p><strong>Lore </strong>[Int. or Wis.]: Lore skills are a PCs familiarity and knowledge of a given topic. The PC receives +1 to any rolls that are related to their area of interest. Common choices for Lore skills include:</p><p>--Arcane</p><p>--Geography: Local, Regional, or World (1SP each)</p><p>--History: Local, Regional, World, Ancient (1SP each)</p><p>--Language (1SP each)</p><p>--Nature</p><p>--Religion</p><p>--Other: some other specific topic: Heraldry, Herbalism, Navigation, Specific Culture, etc...</p><p><strong>Perception </strong>[Wis. or Int.]: This skill applies to a PC’s senses and their ability to notice things through them. </p><p><strong>Performance</strong> [variable by art form]: Like the Lore skills, the Performance skill encompasses a variety of talents. All rolls to perform these talents are made with +1. Successful rolls might be used to make money/get paid or distract opponents...or just for fun. Common choices for Performance skills include:</p><p>--Acting (comedic or dramatic): [Cha.]</p><p>--Dance (1 cultural group per skill): [Dex. or Str.]</p><p>--Instrument (1 instrument per skill): [Int. or Dex.]</p><p>--Oration: the PC is practiced with public speaking, recitation, storytelling, etc... [Cha. or Int.]</p><p>--Singing: [Cha.]</p><p><strong>Persuasion</strong> [Cha. or Wis.]: This skill involves the PC’s effectiveness in social interactions including negotiations, pursuading others and/or attempts at bluffing/lying.</p><p><strong>Search </strong>[Int.]: This skill involves the PC’s competency when conducting searches for just about anything: traps, secret doors, hidden compartments, noticing treasure in a pile of trash, etc... </p><p><strong>Sleight of Hand </strong>[Dex.]: This skill applies to a PC’s ability to use nimble-fingers and quick reflexes in conjunction with misdirecting attention to a variety of effects.</p><p><strong>Stealth</strong> [Dex. or Int.]: This skill involves the PC’s competency when trying to be sneak, hide or otherwise go unnoticed.</p><p><strong>Streetwise</strong> [Cha. or Int.]: This skill grants the PC knowledge and ability to navigate urban areas. </p><p><strong>Survival</strong> [Con. or Wis.]: This skill applies to the PC’s ability to find necessities (food, shelter, etc...) and navigate in wilderness or harmful environments.</p><p><strong>Tracking</strong> [Int.]: This skill involves the PC’s ability to find and follow trails and tracks left by a creature's passage.</p><p><strong>Weapon Mastery </strong>[Str. or Dex.]: This skill reflects the PC's ability and training with a weapon they would not normally be able to use. This can be applied like "weapon specialization" for classes who can't normally specialize in a weapon and/or for those PC concepts that step outside of class weapon norms (letting a mage use a sword but in all other ways remaining a mage, for example. Gandalf, anyone?) without requiring multi-classing.</p><p></p><p>I'm gonna guess Defcon1 isn't going to like it. lol. But what the heck, thought I'd see what people thought.</p><p></p><p>--SD</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6063093, member: 92511"] hmmm. Lots of good points here...This seems like a good place to run what I'm thinking of as an ideal skill list passed a few discerning eyes. No threadjack intended and if it seems that way, I can always post it as a sepaate thread... I can't say what the playtest holds. But this is, basically, what I'm looking at using/have found get used the most (in my experience). I think it is (for me) pleasingly concise while still covering a good array of things that players might want their character to be "good" at. Does this, for you all, span too far into the "too broad" and/or "too specific" and/or "unnecessary"? Too short? Too long? To vague? Missing X? [U]Non-Weapon Skills [/U][what ability to use for a check, some depend on the situation] [B]Acrobatics[/B] [Dex. or Str.]:This skill includes all feats of gymnastics, climbing, jumping, and tumbling. [B]Animal Handling[/B] [Wis.]: This skill aids how “good” the PC is dealing with animals. [B]Appraisal [/B][Int. or Wis.]: This skill involves the PC’s knowledge and estimation of an item’s worth and/or abilities. [B]Athletics[/B] [Str.]: This skill applies to such activities as involve the PC’s physical strength and fitness. [B]Combat Sense [/B][Int. or Wis.]: This skill involves the PC’s alertness and a kind of ‘sixth sense’ in noticing or avoiding trouble. [B]Disarm Device[/B] [Dex. or Int.]: This skill involves the PC’s ability to dismantle, or at least make nonfunctional, a mechanical device, most commonly locks and traps. [B]Disguise[/B] [Int. or Cha.]: This skill applies to such activities as involve the PC’s ability to mask their appearance, even up close, when in plain view. [B]Endurance[/B] [Con.]: This skill relates to all activities that apply to the PC’s constitution: resisting disease or poison, acting in extreme temperatures, etc... [B]Forgery[/B] [Dex. or Int.]: This skill applies to the PC’s ability to create and discern fraudulent materials. [B]Gather Information[/B] [Cha. or Wis.]: This skill applies to the PC’s ability to find things out that others may or may not be willing to share. [B]Healing[/B] [Wis.]: This skill applies to the PC’s ability to provide simple first aid and medical techniques to themselves and others. [B]Insight[/B] [Wis. or Cha]:This skill involves the PC’s ability to “read between the lines”, accurately gage reactions, read body language, and/or reasonably “hear” and follow their instincts, “listening to their gut”, as it were. [B]Intimidate [/B][Str. or Cha.]: This skill relates to all activities of the PC’s attempts to appear (or actually[I] be[/I]) imposing or threatening to others [B]Leadership[/B] [Cha.]:This skill involves the PC’s ability to be commanding, think strategically and, to a degree, exert your will over others without, necessarily, being intimidating. [B]Lore [/B][Int. or Wis.]: Lore skills are a PCs familiarity and knowledge of a given topic. The PC receives +1 to any rolls that are related to their area of interest. Common choices for Lore skills include: --Arcane --Geography: Local, Regional, or World (1SP each) --History: Local, Regional, World, Ancient (1SP each) --Language (1SP each) --Nature --Religion --Other: some other specific topic: Heraldry, Herbalism, Navigation, Specific Culture, etc... [B]Perception [/B][Wis. or Int.]: This skill applies to a PC’s senses and their ability to notice things through them. [B]Performance[/B] [variable by art form]: Like the Lore skills, the Performance skill encompasses a variety of talents. All rolls to perform these talents are made with +1. Successful rolls might be used to make money/get paid or distract opponents...or just for fun. Common choices for Performance skills include: --Acting (comedic or dramatic): [Cha.] --Dance (1 cultural group per skill): [Dex. or Str.] --Instrument (1 instrument per skill): [Int. or Dex.] --Oration: the PC is practiced with public speaking, recitation, storytelling, etc... [Cha. or Int.] --Singing: [Cha.] [B]Persuasion[/B] [Cha. or Wis.]: This skill involves the PC’s effectiveness in social interactions including negotiations, pursuading others and/or attempts at bluffing/lying. [B]Search [/B][Int.]: This skill involves the PC’s competency when conducting searches for just about anything: traps, secret doors, hidden compartments, noticing treasure in a pile of trash, etc... [B]Sleight of Hand [/B][Dex.]: This skill applies to a PC’s ability to use nimble-fingers and quick reflexes in conjunction with misdirecting attention to a variety of effects. [B]Stealth[/B] [Dex. or Int.]: This skill involves the PC’s competency when trying to be sneak, hide or otherwise go unnoticed. [B]Streetwise[/B] [Cha. or Int.]: This skill grants the PC knowledge and ability to navigate urban areas. [B]Survival[/B] [Con. or Wis.]: This skill applies to the PC’s ability to find necessities (food, shelter, etc...) and navigate in wilderness or harmful environments. [B]Tracking[/B] [Int.]: This skill involves the PC’s ability to find and follow trails and tracks left by a creature's passage. [B]Weapon Mastery [/B][Str. or Dex.]: This skill reflects the PC's ability and training with a weapon they would not normally be able to use. This can be applied like "weapon specialization" for classes who can't normally specialize in a weapon and/or for those PC concepts that step outside of class weapon norms (letting a mage use a sword but in all other ways remaining a mage, for example. Gandalf, anyone?) without requiring multi-classing. I'm gonna guess Defcon1 isn't going to like it. lol. But what the heck, thought I'd see what people thought. --SD [/QUOTE]
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