Skills question

dm4hire

Explorer
I’m working on a homebrew system and not sure if it will be a modified 4e/d20 or if I’ll switch over to another dice system; which is why I didn’t post in a different area. I’ve listed below the skills list I want to go with. After some of the more unfamiliar skills I’ve listed what the skill should cover as I’m trying to keep the list small. Right now it’s at 20 skills. My question is does the skills list look comprehensible and if not what skill(s) are essential that aren’t included?

Academics – covers History and Knowledge
Acrobatics
Artisan – craft skill, focusing on everything but architecture
Athletics
Bluff
Endurance
First Aid
Impromptu – replacement for perform, covers acting, comedy, music, and oratory
Intimidate
Intuition – rename of Insight to make it sound more instinctual
Linguistics – replacement for Language, decipher written/spoken language
Masonry – similar to Artisan but covers architecture, including Dungeoneering
Nature
Occult – covers Arcane and Religion
Perception
Stealth
Steersman – replacement for pilot, piloting either normal, fantastic, or futuristic ships
Survival
Tact – covers Diplomacy and Street
Thievery
 

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I might go with Medicine, rather than First Aid, because it's more broad in implied scope.

Also, Persuasion over Bluff. This is because there are many situations where one might be attempting to persuade someone of the truth (as far as you are aware of such things, at least), and using 'Bluff' for that just seems. . . well, strange at best. If there is a 'Bluffing in combat' type option, well I suppose Persuasion could work. Note: I prefer using Sleight of Hand (or an equivalent) in its place there.

What about animal handling, and riding (and perhaps driving, though I take it this is much more geared toward lower tech levels than that)? I guess Nature might cover Animal Handling(?), but Ride doesn't quite seem to fit anywhere on the current list.

Otherwise, I like the look of it all.
 

I thought about going that way with medicine which would work if I decide to cross over to modern with my homebrew. You have a point about persuasion also. I was going to follow suit with WotC and wrap everything in Nature that's related to animals. As for driving that would fall under Steersman using it loosely to mean someone who understands how to pilot or navigate a vehicle or ship.
 

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