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<blockquote data-quote="Celebrim" data-source="post: 5199371" data-attributes="member: 4937"><p>It's that claim of variaty and detail which particularly perks up my interest and wholly unconcealed desire to steal idaes. </p><p></p><p>For example, in my 3e inspired campaign, there is a more or less mundane class called 'Explorer' which is designed to be a fit for things like your Sailor class. </p><p></p><p>Explorers have access to skills like Diplomacy, Boating, Navigation, Survival, Use Rope, Climb, Run, Porter, Swim, Spot, and so forth - all of which are basically 'mundane' skills in as much as they are intended over a range of low level characters to reflect what real people can actually do. On the other hand, in the case of Climb and Run and perhaps even Swim, sufficient skill in those would let you do 'superhuman' things along the lines of the 'jump 20' up' that you site. </p><p></p><p>Now granted, I'm thinking for removing most strength based skills from the D20 systemization entirely in favor of a non-random skill rank = ability model (see the iron bars scene in 'The Gamers'), but how do you actually obtain the 'realistic skills' while capping them in a realistic range and also allowing progression in a skill.</p><p></p><p></p><p></p><p>This is very much what I was trying to get at by questioning you here.</p><p></p><p>So, you have an actual 'Fire Fighting' skill representing skill at putting out fires? What does the 'Handle Disaster' skill do for you? Why is this a different skill than some sort of generalized, 'Manage and Organize Groups' or 'Knows about Logistics' skill? Why did you choose to treat 'Deal with Plague' as being different than a generalized 'Knows about Medicine' skill? How many skills do have and how do you handle issues like skill overlap (two skills are described in such a way that either could apply), skill gaps (some activity is not covered by one of your skills), and allocation of skills into your buckets such that everyone seems skillful (lots of buckets but not alot of points to fill them with)?</p><p></p><p></p><p></p><p>I didn't think you were implying that, but as someone with my own somewhat customized skill list I'm always interested in how someone else approached the challenge without falling into some of the traps of GURPS on one end and 4e on the other.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5199371, member: 4937"] It's that claim of variaty and detail which particularly perks up my interest and wholly unconcealed desire to steal idaes. For example, in my 3e inspired campaign, there is a more or less mundane class called 'Explorer' which is designed to be a fit for things like your Sailor class. Explorers have access to skills like Diplomacy, Boating, Navigation, Survival, Use Rope, Climb, Run, Porter, Swim, Spot, and so forth - all of which are basically 'mundane' skills in as much as they are intended over a range of low level characters to reflect what real people can actually do. On the other hand, in the case of Climb and Run and perhaps even Swim, sufficient skill in those would let you do 'superhuman' things along the lines of the 'jump 20' up' that you site. Now granted, I'm thinking for removing most strength based skills from the D20 systemization entirely in favor of a non-random skill rank = ability model (see the iron bars scene in 'The Gamers'), but how do you actually obtain the 'realistic skills' while capping them in a realistic range and also allowing progression in a skill. This is very much what I was trying to get at by questioning you here. So, you have an actual 'Fire Fighting' skill representing skill at putting out fires? What does the 'Handle Disaster' skill do for you? Why is this a different skill than some sort of generalized, 'Manage and Organize Groups' or 'Knows about Logistics' skill? Why did you choose to treat 'Deal with Plague' as being different than a generalized 'Knows about Medicine' skill? How many skills do have and how do you handle issues like skill overlap (two skills are described in such a way that either could apply), skill gaps (some activity is not covered by one of your skills), and allocation of skills into your buckets such that everyone seems skillful (lots of buckets but not alot of points to fill them with)? I didn't think you were implying that, but as someone with my own somewhat customized skill list I'm always interested in how someone else approached the challenge without falling into some of the traps of GURPS on one end and 4e on the other. [/QUOTE]
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