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<blockquote data-quote="I'm A Banana" data-source="post: 2378414" data-attributes="member: 2067"><p>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: <strong>without changing the basic nature of skills in D&D</strong>, e.g.: keeping points, ranks, and ability-score based divisions...</p><p></p><p>How would you simplify the skill list?</p><p></p><p>For me:</p><p></p><p>(1)</p><p>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.</p><p></p><p>(2)</p><p>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.</p><p></p><p>(3)</p><p>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)</p><p></p><p>(4)</p><p>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....<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>(5)</p><p>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.</p><p></p><p>(6)</p><p>Appraise -> Craft. Because what expert in thier craft doesn't know the value of what they produce?</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 2378414, member: 2067"] 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: [B]without changing the basic nature of skills in D&D[/B], 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? [/QUOTE]
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