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Skill list guess
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<blockquote data-quote="Connorsrpg" data-source="post: 3972620" data-attributes="member: 19265"><p>We did a new list based upon Star Wars Saga.</p><p></p><p>Couple of things I noticed with several skill lists above is the complete lack of marine skills. What is used to operate a boat (or air ship for eberron)? As we were running a piratical campaign when we converted we thought a lot about the skills to use here.</p><p></p><p>I kept Pilot for ship operation and we divided Survival into Land, Subterranean, & Water. (Felt the more 'user' skill of Survival was better than the many 'passive' Knowledge skills. So they all inc Nature, but also Dungeoneering for Sub'. Pilot to operate a vessel, Survival (water) to navigate and survive at sea).</p><p></p><p>I like the new names hinted at in 4e...just calling a skill Nature for eg. But there really needs to be some maritime skill. Even if it is called just that: Maritime (which would seem to fit the way names are being used).</p><p></p><p>I also agree with poster regarding creature lore. After many inceptions we went with Knowledge (customs) which rolled in Nobility, etc. Could let players pick a few races they are very familiar with (or just use those common to homeland) for bonuses.</p><p></p><p>Other knowledge skills we had were: structures, business (pretty much covers most professions), history & religion (in together as the two are fused in most CSs) and tactics (as in Star Wars and something for a thinking fighter).</p><p></p><p>Craft remained, but is more general, in that you choose a material you work with (egs: hard metals, soft metals, cloth, wood, alchemy, stone, etc).</p></blockquote><p></p>
[QUOTE="Connorsrpg, post: 3972620, member: 19265"] We did a new list based upon Star Wars Saga. Couple of things I noticed with several skill lists above is the complete lack of marine skills. What is used to operate a boat (or air ship for eberron)? As we were running a piratical campaign when we converted we thought a lot about the skills to use here. I kept Pilot for ship operation and we divided Survival into Land, Subterranean, & Water. (Felt the more 'user' skill of Survival was better than the many 'passive' Knowledge skills. So they all inc Nature, but also Dungeoneering for Sub'. Pilot to operate a vessel, Survival (water) to navigate and survive at sea). I like the new names hinted at in 4e...just calling a skill Nature for eg. But there really needs to be some maritime skill. Even if it is called just that: Maritime (which would seem to fit the way names are being used). I also agree with poster regarding creature lore. After many inceptions we went with Knowledge (customs) which rolled in Nobility, etc. Could let players pick a few races they are very familiar with (or just use those common to homeland) for bonuses. Other knowledge skills we had were: structures, business (pretty much covers most professions), history & religion (in together as the two are fused in most CSs) and tactics (as in Star Wars and something for a thinking fighter). Craft remained, but is more general, in that you choose a material you work with (egs: hard metals, soft metals, cloth, wood, alchemy, stone, etc). [/QUOTE]
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