fuindordm said:I think Saga's idea to make Initiative a skill is really excellent.
And looking at the Spined Devils stats it looks like it will be a skill in 4th Ed too.
fuindordm said:I think Saga's idea to make Initiative a skill is really excellent.
I think the skills were simply mentioned in their "short form" for the simplicity of the way in which is passed on. If you notice they have let very few things go stated as "as they are written in the book". They have also said the list will be compressed. By splitting Knowledge/Lore skills into a vast array of skill it simply bogs down and lengthens the skill list. Additionally, SAGA as a preview of some concepts to come, still retains a core "knowledge" skill with its subdivisions of areas of knowledge. I think this will remain true in 4X.loseth said: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...)?
fuindordm said:I hope these very useful skills are left alone:
Appraise
Decipher Script
Forgery
Pick Pockets
Sense Motive
Use Magic Device
Maybe they'll do both: Rogues can gain the ability to use items without meeting prerequisites, but there will be a skill check involved--and that skill will differ by power source (Arcane, Religion, etc.).Khaalis said:We haven't heard a word about UMD. There is the Arcane skill, which has been stated to be Knowledge Arcana, Spellcraft and Read Magic rolled into one. I wouldn't be surprised if they either completely drop UMD and make it a class feature of the Rogue or add it into the Arcane skill.
Appraise also has not been mentioned but it is a highly specialized use skill and again something I see being rolled up as a class feature or into some other skill.
Pick Pockets (Sleight of Hand in 3.5) has already been stated to be wrapped in with Open Locks.
Sense Motive has either been renamed Insight or rolled into the Insight skill (one of those that was named) with some other related functionality that alters it to a more general use than simply "motives".
Decipher & Forgery I could see being wrapped into a single skill or absorbed into other skills. I do not think they warrant separate skills in a system that is trying to trim down the skill list.
JMHO.
Shieldhaven said:The main reason to put Climb, Jump, and Swim together as Athletics and Balance, Tumble, and Escape Artist together as Acrobatics is that it's then quite obvious to that Athletics is modified by Strength and Acrobatics is modified by Dexterity. Though they will have been grouped and renamed, at least those skill functions will still be governed by the same ability scores.
Haven
DreamChaser said:Athletics would annoy the heck out of me mainly because the desert-based dragonborn should be good at climb (rocky desert) but they should suck at swim (no real chance to use it; water is to valuable in the desert to be used as a swimming hole) [speaking stereotypically of course]; there would be no way to model this, except perhaps with a conditional racial modifier (dragonborns get a -4 bonus to Athletics checks made to swim) but this is hard to remember and makes the skill MORE complex rather than less.
Khaalis said:Pick Pockets (Sleight of Hand in 3.5) has already been stated to be wrapped in with Open Locks.
DreamChaser said:Right...like Heal and Sense Motive. We can call it Empathy![]()
Khaalis said:There is the Arcane skill, which has been stated to be Knowledge Arcana, Spellcraft and Read Magic rolled into one.
Pick Pockets (Sleight of Hand in 3.5) has already been stated to be wrapped in with Open Locks.
Sense Motive has either been renamed Insight or rolled into the Insight skill (one of those that was named) with some other related functionality that alters it to a more general use than simply "motives".