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*Pathfinder & Starfinder
Rogues: Not Skill-y enough?
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<blockquote data-quote="Remathilis" data-source="post: 5924147" data-attributes="member: 7635"><p>I realize this is beyond the scope of the playtest, but I'm going to wax a little on skills. </p><p></p><p>I actually think that the final game will do well to have a "skill list" of common skills in the game. That is, assuming the following:</p><p></p><p>1.) Its not all-inclusive</p><p>2.) Its not a barrier to use (in most cases).</p><p></p><p>The problem with 3e/4e skills was since DCs ramped up quickly, you never tried stuff untrained because failure was assured. It always payed to focus on a small group of skills and forget the rest. The lower DCs of Next fixes that; anyone with a decent dex has a chance to move silently for example (barring disadvantage). </p><p></p><p>That said, I think most people would like a small list of skills they're "good" at, reflecting training and focus in those things. Additionally (and more importantly) they kinda need to define what those skills DO. Think about how something like Climb or Gather Information is defined in the game. Even skills like Commerce need something like this else I as a player (and I as a DM) really don't know what that skill should be allowed to do. Again, a list of guidelines is enough (a character trained in commerce knows how to appraise objects (Int), haggle for better prices (Cha), and is familiar with how to find common goods in a market(Wis)). The dwarf can try to haggle, but the halfling is just better at it. </p><p></p><p>The 2nd edition PHB defined around 70 proficiencies in the PHB, and that's the tip of the iceburg of all of 2e's NWP (probably over 300 all sources included). Assuming we combine a few together and then add ones acquired over 3e/4e, I think a reasonable list of around 30 common "skills" in the PHB, with new ones added as needed in supplements. </p><p></p><p>Training should grant the +3 bonus it does, and perhaps unlock special features as needed (such as using thief tools to pick locks). </p><p></p><p>Finally (and back to point), some classes should just grant free skills, regardless of build and such. 4e got that right. A Rogue should have Pick Pocket, Open Lock, Find/Remove Traps and Stealth free (mimicking the old AD&D thief skills) plus his 3 skills for Background and 1-2 more for scheme (such as bluff for charlatans or tumble for acrobats). Clerics should get religious lore, wizards arcane lore, rangers tracking, bards performance, etc. I shouldn't need to take the appropriate background just to get those classic abilities for my class. </p><p></p><p>In short, if skills are going to be part of this, don't half-ass them. Its easy to turn them off (just allow anything untrained and ignore background) but if you are going to use them, make sure they can be used. Right now, they feel like an afterthought...</p></blockquote><p></p>
[QUOTE="Remathilis, post: 5924147, member: 7635"] I realize this is beyond the scope of the playtest, but I'm going to wax a little on skills. I actually think that the final game will do well to have a "skill list" of common skills in the game. That is, assuming the following: 1.) Its not all-inclusive 2.) Its not a barrier to use (in most cases). The problem with 3e/4e skills was since DCs ramped up quickly, you never tried stuff untrained because failure was assured. It always payed to focus on a small group of skills and forget the rest. The lower DCs of Next fixes that; anyone with a decent dex has a chance to move silently for example (barring disadvantage). That said, I think most people would like a small list of skills they're "good" at, reflecting training and focus in those things. Additionally (and more importantly) they kinda need to define what those skills DO. Think about how something like Climb or Gather Information is defined in the game. Even skills like Commerce need something like this else I as a player (and I as a DM) really don't know what that skill should be allowed to do. Again, a list of guidelines is enough (a character trained in commerce knows how to appraise objects (Int), haggle for better prices (Cha), and is familiar with how to find common goods in a market(Wis)). The dwarf can try to haggle, but the halfling is just better at it. The 2nd edition PHB defined around 70 proficiencies in the PHB, and that's the tip of the iceburg of all of 2e's NWP (probably over 300 all sources included). Assuming we combine a few together and then add ones acquired over 3e/4e, I think a reasonable list of around 30 common "skills" in the PHB, with new ones added as needed in supplements. Training should grant the +3 bonus it does, and perhaps unlock special features as needed (such as using thief tools to pick locks). Finally (and back to point), some classes should just grant free skills, regardless of build and such. 4e got that right. A Rogue should have Pick Pocket, Open Lock, Find/Remove Traps and Stealth free (mimicking the old AD&D thief skills) plus his 3 skills for Background and 1-2 more for scheme (such as bluff for charlatans or tumble for acrobats). Clerics should get religious lore, wizards arcane lore, rangers tracking, bards performance, etc. I shouldn't need to take the appropriate background just to get those classic abilities for my class. In short, if skills are going to be part of this, don't half-ass them. Its easy to turn them off (just allow anything untrained and ignore background) but if you are going to use them, make sure they can be used. Right now, they feel like an afterthought... [/QUOTE]
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