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

gtJormungand said:
Do you have links for where these skill tidbits can be found?

They're from the two articles I referenced in the OP. The juicy bits can all be found under the 'skills' subsection of the 'rules' section of ENWorld's 4e information page.
 

log in or register to remove this ad

But... but... its not D&D if there isnt a Use Rope skill!

I really think they need to ditch super narrow skills. Unless they have a significant chance of coming up basically every adventure, either fold them into another skill set or make it so a simple stat check should suffice.
 

Khaalis said:
Endurance (Concentration) – ala SAGA

Just noticed this from the info page:

4e Info Page said:
Disrupting spellcasting has been removed: "...he pointed out that it was largely a one-skill tax on PC spellcasters, and it tended to swing to extremes. Either you had your Concentration maxed and could ignore the problem, or you didn't and it was far too easy for a spellcaster to be unable to cast. Instead, you can pick up powers that can mess with spellcasting and other abilities."

So, if concentration isn't used for spellcasting, what might it (or endurance) be used for? Or will it simply disappear?
 

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.

DC

Well I got two responses for that:

First, outside of a culture with a lot of gymnasiums even climb and swim don't make sense as distinct skills.

For most of history you'd say, that guy knows how to get around in the woods, cliffs, river, etc. and that would dictate whether they knew how to climb or swim.

From that perspective I'd just throw climb and swim into the wilderness lore subsets and be done with it.

Second,

You just make athletics a general movement skill and then you say that people have to acclimate to the skill sets. So if your character has never swum before but you do know how to climb you just need to try it out, take your penalty, and then the next time you level up you count as acclimated.

It's not as if someone who's fit from climbing isn't going to have a head start on learning to swim versus someone who's utterly unfit altogether. Or even someone who's very fit from weight and machine training but has no movement training whatsoever.

And on that note, I'd be tempted to give someone a bonus to all class skills even without training. Someone who moves about a battlefield is going to know a lot about breath work for swimming even if he isn't otherwise atheletically trained.
 

loseth said:
So, if concentration isn't used for spellcasting, what might it (or endurance) be used for? Or will it simply disappear?

Endurance has a lot of applications in Star Wars Saga. Mostly for avoiding damage from exhaustion or seeing how long you can concentrate on doing something, but they're there.
 

I remember the days when the Concentration proficiency was actually a boon to spellcasters since they had no way to protect themselves if a fighter got initiative on them and attacked them during spellcasting ("The sword is faster than the art").
 


Khaalis said:
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.
I wouldn't like this. The WotC designers in 3E mentioned that adding skills was a bad idea. It hurts character builds much more than adding feats, spells, etc. I agree.
 

I sat down and did an assessment of the breakdown from Saga and made logical (hopefully) conclusions about what 4E will look like. There are some subtle predicted changes from the earlier poster. I'm actually planning on using a few on our next D&D game..afterall, we might as well get used to them ;)
Acrobatics (tumble, balance)
Climb
Deception (bluff, disguise and lying with diplomacy)
Endurance/Concentration
Gather Information/Streetwise (gather info, knowledge local)
Initiative
Jump
Knowledge (all, appraise, decipher script..religion and history may be seperated out)
Mechanics (disable device, open locks, rope use)
Language
Perception (listen, spot, search, sense motive..may be called "insight" in 4E)
Persuasion (bluff (again), diplomacy (again), intimidate)
NEW: Profession (profession, craft, perform)
Ride (includes handle animal)
NEW: Sleight of Hand/Fingers (pick pocket, forgery)
Stealth (hide, move silently, escape artist)
Survival
Swim
Treat Injury/Heal
Use Magic Device (called "use computer" in saga)
Spellcraft (called "use the force" in saga..may be called "Arcana" in 4E)

jh
 
Last edited:

Glyfair said:
I wouldn't like this. The WotC designers in 3E mentioned that adding skills was a bad idea. It hurts character builds much more than adding feats, spells, etc. I agree.
Not if all characters have a bonus equal to 1/2 character level on all skill checks, and if there are no more rank prerequisites for feats (I suspect all those will be replaced by level prerequisites).
 

Remove ads

Top