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*Pathfinder & Starfinder
Replacing Perception with Thievery
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<blockquote data-quote="ravenheart" data-source="post: 5317318" data-attributes="member: 72088"><p>Reading this thread, I suddenly had an epiphany of sorts:</p><p></p><p><em>What if there was no specific Perception skill, or at least not in the sense we know it now? </em></p><p></p><p><strong>What if, and bear with me on this one, </strong><strong>your awareness of your surroundings and the task at hand are based on a skill applicable to the situation? </strong></p><p>I.e. if you are in a natural enviroment, Nature is the go to perception check, while Streetwise would be used in an urban setting. Thievery would go hand in hand with checking for traps and History could be used to find the appropriate inaccuracies in the librarys filing systems and the discrepancies in the frescoes of the church, revealing a lost journal or a hidden door.</p><p></p><p><strong>One could possibly apply this to Insight as well</strong>, having either interactive skills be based on the origin of the species or by using social skills to counter each other (e.g. Bluff vs Bluff etc.). I guess this requires some further thought.</p><p></p><p>As for mechanics, items/backgrounds etc. that give bonuses or options when making perception checks would work as situational bonuses to any applicable skills. There might be things that break this, but those can be dealt with individually.</p><p></p><p></p><p>So, am I completely bonkers or is this something that could actually work?</p></blockquote><p></p>
[QUOTE="ravenheart, post: 5317318, member: 72088"] Reading this thread, I suddenly had an epiphany of sorts: [I]What if there was no specific Perception skill, or at least not in the sense we know it now? [/I] [B]What if, and bear with me on this one, [/B][B]your awareness of your surroundings and the task at hand are based on a skill applicable to the situation? [/B] I.e. if you are in a natural enviroment, Nature is the go to perception check, while Streetwise would be used in an urban setting. Thievery would go hand in hand with checking for traps and History could be used to find the appropriate inaccuracies in the librarys filing systems and the discrepancies in the frescoes of the church, revealing a lost journal or a hidden door. [B]One could possibly apply this to Insight as well[/B], having either interactive skills be based on the origin of the species or by using social skills to counter each other (e.g. Bluff vs Bluff etc.). I guess this requires some further thought. As for mechanics, items/backgrounds etc. that give bonuses or options when making perception checks would work as situational bonuses to any applicable skills. There might be things that break this, but those can be dealt with individually. So, am I completely bonkers or is this something that could actually work? [/QUOTE]
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Replacing Perception with Thievery
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