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
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