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General Tabletop Discussion
*Dungeons & Dragons
Reimagining 5e's skill system using AD&D inspiration
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<blockquote data-quote="DEFCON 1" data-source="post: 8599302" data-attributes="member: 7006"><p>I change up my skills lists for each individual campaign all the time, removing some, merging some, creating new ones. I think it's a very important and useful part of the world-building process. Now I also am a huge proponent of the "Alternative Ability Score" variant... because that allows me to remove a bunch of skills and give more oomph to ones that have less application (but gain more types of use when they can be used with a different score). Some of the changes I have introduced here and there in various campaigns have included:</p><p></p><p>Removal of Acrobatics and instead use DEX (Athletics)</p><p>Removal of Sleight of Hand and instead use DEX (Deception)</p><p>Removal of Performance and instead use DEX (Persuasion) or a musical instrument tool prof.</p><p>Merging of Medicine and Survival</p><p></p><p>And various skill subjects I have added in various campaigns include:</p><p></p><p>Dungeoneering (knowledge and action underground)</p><p>Commerce (anything related to money, trade, haggling, appraisal)</p><p>Mechanics (anything related to engineering, construction, locks, traps)</p><p>Warfare (anything related to military structure and war)</p><p>Nautics (anything related to water and naval action)</p><p>High Society (anything related to nobility, castles, action with the upper class)</p><p>Folklore (anything related to low society, commoners, myths, street knowledge)</p><p></p><p>And with the use of alternative ability scores, it allows me to use one skill multiple different ways. Remembering information about an island's location might be INT (Nautics), while steering a boat might be DEX (Nautics), being able to free a boat that has run aground could be STR (Nautics), and negotiating with a pirate captain might use CHA (Nautics). So that one skill can be used many different ways.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 8599302, member: 7006"] I change up my skills lists for each individual campaign all the time, removing some, merging some, creating new ones. I think it's a very important and useful part of the world-building process. Now I also am a huge proponent of the "Alternative Ability Score" variant... because that allows me to remove a bunch of skills and give more oomph to ones that have less application (but gain more types of use when they can be used with a different score). Some of the changes I have introduced here and there in various campaigns have included: Removal of Acrobatics and instead use DEX (Athletics) Removal of Sleight of Hand and instead use DEX (Deception) Removal of Performance and instead use DEX (Persuasion) or a musical instrument tool prof. Merging of Medicine and Survival And various skill subjects I have added in various campaigns include: Dungeoneering (knowledge and action underground) Commerce (anything related to money, trade, haggling, appraisal) Mechanics (anything related to engineering, construction, locks, traps) Warfare (anything related to military structure and war) Nautics (anything related to water and naval action) High Society (anything related to nobility, castles, action with the upper class) Folklore (anything related to low society, commoners, myths, street knowledge) And with the use of alternative ability scores, it allows me to use one skill multiple different ways. Remembering information about an island's location might be INT (Nautics), while steering a boat might be DEX (Nautics), being able to free a boat that has run aground could be STR (Nautics), and negotiating with a pirate captain might use CHA (Nautics). So that one skill can be used many different ways. [/QUOTE]
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