D&D 4E Post the complete 4e skills list

loseth

First Post
Go on. You know you want to. Post the complete list as you would bet on it being when the PHB is released.

From the Role v Roll and Wizards Presents Info:

Arcana (Arcana Knowledge + Read Magic + Spellcraft)
Diplomacy
Fingersy Skill (Open locks + Sleight of Hand [+ Disable Traps?])
History [includes Geography? Nobility & Royalty?]
Insight [??]
Intimidation
Perception (Listen + Spot [+ Search?])
Religion
Stealth (Move Silently + Hide)
Streetwise (Gather Info + Local Knowledge)


So what do you reckon is the rest of it? Remember, Wizards has said that the skill list is approximately half its previous length.
 

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Well, let's see:

Athletics (Jump. climb, and swim)

Acrobatics (Tumble, Escape Artist, and Balance)

Wilderness Lore (Survival, Handle Animal, Intuit Direction/Navigation, and, maybe, Ride)*

Heal (Unless that's a knowledge skill now)

Performance

* I can easilly see this skill becoming multi-fielded like knowledge. You don't get Wilderness Lore, you get X Lore where X = (Desert, Ocean, Forest, etc.). Ocean Lore gives you the ability to sail rather than ride.
 

My current prediction looks something like this.

Key: New (was in 3X)

Acrobatics (Balance, Escape Artist, Jump & Tumble)
Arcane (Knowledge: Arcana, Spellcraft + Read Magic; Possibly UMD) – ala “Use the Force” in SAGA
Climb
Craft (Craft, Appraise) – Similar to “Mechanics” in SAGA
Deception (Bluff, Disguise & Forgery)
Diplomacy
Endurance (Concentration) – ala SAGA
Knowledge or “Lore” - Bureaucracy, Dungeoneering, Engineering, Geography, History, Nature, Planes, Religion, Tactics [possibly others]
Gather Information (Gather Information, Decipher Script)
Initiative – ala SAGA
Insight (Sense Motive)
Intimidate
Manipulation (Open Lock, Sleight of Hand, Perform: Juggling, Use Rope, etc.)
Perception (Listen, Search & Spot)
Ride (Ride, Handle Animal)
Stealth (Hide/Move Silently)
Streetwise (Knowledge: Local) + Expansion to be more useful
Survival
Swim
Treat Injury (Heal, Profession: Herbalism)

Note: Languages will be dealt with separately from skills, so no Speak Language skill.

They have said the list will be approximately half the old list which was 36 skills so half is 18. This list has 20.
 

Dr. Strangemonkey said:
Athletics (Jump. climb, and swim)
Not sure I agree on this one. Climb and Swim I think will remain separate skill as they are drastically different skills that both require dedicated training.

Dr. Strangemonkey said:
Acrobatics (Tumble, Escape Artist, and Balance)
I personally think Jump can be added into this category. I see jump fitting in more with Acrobatics (jumping, tumbling, general gymnastic acrobatics).

Dr. Strangemonkey said:
Wilderness Lore (Survival, Handle Animal, Intuit Direction/Navigation, and, maybe, Ride)
I think Survival will remain intact as it is which is supported by the SAGA model as well. I see Ride & Handle Animal fitting together as a single skill assuming they even bother to keep Handle Animal since Handle Animal is really more of a "Profession" skill (animal trainer).

Dr. Strangemonkey said:
Performance
I see this being dropped entirely until the book that contains the Bard. Even then I don't necessarily see it being added as a Skill.
 

Khaalis said:
Knowledge or “Lore” - Bureaucracy, Dungeoneering, Engineering, Geography, History, Nature, Planes, Religion, Tactics [possibly others]

How do you square this with 'History' and 'Religion' being named separately and without the 'Knowledge' prefix in 'Roll v Role'? Do you think they'll merely be trained aspects of a general knowledge/lore skill (which would be kind of cool...)?
 

I'm pretty sure that Perform, Craft, and Profession were all dumped together on account of not being adventure-relevant skills. I recall them being casualties of the "Hey, it turns out character sheets don't need to hold every scrap of character information" movement.

And I'd be really surprised to find that Gather Information didn't get folded into Streetwise. Keeping it separate from Know:Local was always kind of weird.
 

Khaalis said:
Not sure I agree on this one. Climb and Swim I think will remain separate skill as they are drastically different skills that both require dedicated training.

Ah, but then swim remains that one skill that nobody ever needs until they *really really* need it. I just think it's too narrow & doesn't give enough bang to be by itself. Considering that folding climb, jump & swim into Athletics is the World's Most Common Houserule for SAGA, I would be somewhat surprised if they stayed separate in 4E. I'm not saying this makes a great deal of sense as an emulation of the real world, it's just a design thing.
 

WyzardWhately said:
Ah, but then swim remains that one skill that nobody ever needs until they *really really* need it. I just think it's too narrow & doesn't give enough bang to be by itself. Considering that folding climb, jump & swim into Athletics is the World's Most Common Houserule for SAGA, I would be somewhat surprised if they stayed separate in 4E. I'm not saying this makes a great deal of sense as an emulation of the real world, it's just a design thing.

By way of comparison, could anyone post SAGA's skill list? 4e might be similar.
 

Saga skill list
------------

Acrobatics
Climb
Deception
Endurance
Gather Information
Initiative
Jump
Knowledge
Mechanics
Perception
Persuasion
Pilot
Ride
Stealth
Survival
Swim
Treat Injury
Use Computer
Use The Force


Just bought SWSE recently, for a song (well, $20 new) so yeah, I got this one! :D
 
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I think it's OK for highly useful skills to be narrowly focused.

For example, Decipher Script is basically a mishmash of linguistics and codebreaking--it really doesn't to with the rumormongering and scuttlebutt of Gather Information.

It does make sense, however, to define "package deals" of skills that almost always go together due to synergy bonuses.

The following are obvious:

Acrobatics (tumble, escape)
Arcane Lore (spellcraft, knowledge)
Healing (hopefully with surgery options and more HP-recovering potential)
Mechanics (open lock, disable device)
Perception (spot, listen, smell, etc.)
Stealth (hide, MS)
Wilderness Lore (survival + knowlege: nature)

I would hope for the following "grouped skills" as well:

Athletics (climb, jump, swim) [I really don't understand why these three need to be separate when more flavorful skills are bundled]
Deception (bluff + disguise)
Persuasion (diplomacy + intimidate)
Riding (to include animal handling; face it, raising animals isn't a popular PC task)

I hope these very useful skills are left alone:

Appraise
Decipher Script
Forgery
Pick Pockets
Sense Motive
Use Magic Device

And finally, I think Saga's idea to make Initiative a skill is really excellent.
 

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