I'm A Banana
Potassium-Rich
I have heard it tossed around in a lot of places that skills being reduced in quantity would be a good thing -- one skill point should do more than it does now, some skills are under-used, some skills are nearly essential...I tend to kind of agree. So here's the idea: without changing the basic nature of skills in D&D, e.g.: keeping points, ranks, and ability-score based divisions...
How would you simplify the skill list?
For me:
(1)
Spot + Listen = Perception. This covers Spot and Listen and also general senses, including touch, taste, scent, and "psychic senses." It's how well you notice your surroundings.
(2)
Hide + Move Silently + Slieght of Hand = Sneak. This covers those skills, and is also generally useful for getting around someplace unnoticed, including places you can't technically "hide" (such as in a crowd). It's how well you can decieve the senses, so Sleight of Hand can be done with it, as well.
(3)
Open Lock + Disable Device = Tinkering. This is an Int-based skill that lets you generally work with simple machines. Though crafting them is out of your league, you know how to make them non-functional anymore. Give synergy bonus with Craft (trapmaking)
(4)
Use Rope -> Survival. Because what boyscout doesn't know how to tie knots? Survival also expands to include "urban survival." I personally make each terrain a different skill, but this is about simplification, so....
(5)
Forgery + Decipher Script = Scribe. In addition to those skills, Scribe is generally the check used when doing calligraphy, writing a treatise, or doing any other sort of exacting paperwork.
(6)
Appraise -> Craft. Because what expert in thier craft doesn't know the value of what they produce?
How would you simplify the skill list?
For me:
(1)
Spot + Listen = Perception. This covers Spot and Listen and also general senses, including touch, taste, scent, and "psychic senses." It's how well you notice your surroundings.
(2)
Hide + Move Silently + Slieght of Hand = Sneak. This covers those skills, and is also generally useful for getting around someplace unnoticed, including places you can't technically "hide" (such as in a crowd). It's how well you can decieve the senses, so Sleight of Hand can be done with it, as well.
(3)
Open Lock + Disable Device = Tinkering. This is an Int-based skill that lets you generally work with simple machines. Though crafting them is out of your league, you know how to make them non-functional anymore. Give synergy bonus with Craft (trapmaking)
(4)
Use Rope -> Survival. Because what boyscout doesn't know how to tie knots? Survival also expands to include "urban survival." I personally make each terrain a different skill, but this is about simplification, so....
(5)
Forgery + Decipher Script = Scribe. In addition to those skills, Scribe is generally the check used when doing calligraphy, writing a treatise, or doing any other sort of exacting paperwork.
(6)
Appraise -> Craft. Because what expert in thier craft doesn't know the value of what they produce?