Skills: Dungeoneering to Architecture

ZzarkLinux

First Post
One big thing I enjoyed about DnD 3.5 was the "Knowledge: Architecture" skill.
And one thing I dislike about DnD 4.0 is the "Dungeoneering" skill.

So I considered, why not swap-out Dungeoneering for Architecture?
This change would affect:
Dwarves, Rangers, Rogues, Wizards, Bard, Sorcerers, and Wardens.

I also think that Goliaths should get Architecture as a skill bonus, rather than Nature.

Architecture (Intelligence)
You have picked up knowledge related to construction, sculpting, metalworking, and woodworking. This skill helps you find hidden doors, identify a room's features, craft simple objects, and notice traps.

Identify a structure's origins (DC 15)
You can describe the nature and design concepts of a typcial room, dungeon, cell, or other building

Notice a secret door (DC varies)
You recall several facts, or notice several flaws, which allow you to discern passageway patterns and hidden doorways.
 

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Architecture seems a bit too niche for my taste, but if it fits you and your game, cool.

Note you'll have to reassign the monster knowledge checks for aberrant creatures to another skill. The logical one is Arcana (given that you already use Arcana for knowledge about the Far Realm itself), but that will make Arcana, already the most buff knowledge skill, even a little bit better.
 

Well, why not just use Dungeoneering as written, and let it cover architecture as well? At least for mines, dungeons, and other heavy-duty engineering projects, like dams. It is the closest fit as things stand now. Possibly, it should be Int-based instead of Wis-based, but Wisdom might reflect that this is not yet a science - and that common sense and caution is more useful than intellectual brilliance.
 

I think you just need to re-implement the craft skill in your game. That would probably help to give you the required abilities without eliminating dungeoneering.

Kudos

-Sporemine
 

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