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*Dungeons & Dragons
Skills redux
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<blockquote data-quote="Einlanzer0" data-source="post: 7860685" data-attributes="member: 6788934"><p>Thanks!</p><p></p><p>Can you elaborate on what you're thinking for an armed combat skill? I think standard combat (including unarmed fighting and AC) is handled sufficiently well in the core rules. The reason I wouldn't necessarily favor adapting those as skills is twofold:</p><p></p><p>a.) i'd be afraid of the level of system rewrites it would require (if I was going that far, I'd probably just craft a whole new ability score system, since I'm not totally satisfied by the six we have.) </p><p></p><p>b.) I like the idea of conceptually separating skills from core mechanics on the basis of whether or not you can pretty safely assume all adventurers would be proficient as a result of their lifestyle. </p><p></p><p>B. is also a big part of why I decided to change Perception. In addition to it being kind of poorly defined relative to investigation, I also find it a bit of a stretch to think of Perception as something you could be either "trained" or "untrained" in as an adventurer. It makes more sense to have an even baseline for all PCs that is modified only by Wisdom and miscellaneous feats or features. The Elf feature Keen Sense just grants a static +2 to Perception, meaning they have a base perception of 12 instead of 10. And in fact Perception really should just be a floating # that varies by species, similar to speed.</p><p></p><p>For Endurance and Focus, technically these aren't defenses, as those are handled by saving throws. What these are are attempts to simulate player-initiated activities that require either physical or mental stamina for success. Some people like to use Athletics (Con) for that, but truth be told I prefer them being separate since they are very much not the same thing in real life - someone can be trained to run a marathon but not have the physical strength to move a large boulder. It's basically physique vs. stamina, which just are not the same.</p><p></p><p>I always look at tool proficiencies as including a soft knowledge component. That's why I actually love tools as a solution for types of knowledge that are too narrow to be a skill - the main benefit of a proficiency is to give you the ability to do something, but it includes an aspect of knowledge on what it is it allows you to do. So if you are proficient in thieving tools but don't have actual tools, you could still make a thief tool check to do an analysis of something you might be able to fix with thief tools. </p><p></p><p>This concept also applies to Medicine (Int) vs Healer's Kit, btw, which is part of why I prefer Medicine as an Int-default skill. I look at it more as Anatomy, while I would allow Wisdom-based Healer's Kit checks to actually apply healing (healer's kits have expanded options.)</p></blockquote><p></p>
[QUOTE="Einlanzer0, post: 7860685, member: 6788934"] Thanks! Can you elaborate on what you're thinking for an armed combat skill? I think standard combat (including unarmed fighting and AC) is handled sufficiently well in the core rules. The reason I wouldn't necessarily favor adapting those as skills is twofold: a.) i'd be afraid of the level of system rewrites it would require (if I was going that far, I'd probably just craft a whole new ability score system, since I'm not totally satisfied by the six we have.) b.) I like the idea of conceptually separating skills from core mechanics on the basis of whether or not you can pretty safely assume all adventurers would be proficient as a result of their lifestyle. B. is also a big part of why I decided to change Perception. In addition to it being kind of poorly defined relative to investigation, I also find it a bit of a stretch to think of Perception as something you could be either "trained" or "untrained" in as an adventurer. It makes more sense to have an even baseline for all PCs that is modified only by Wisdom and miscellaneous feats or features. The Elf feature Keen Sense just grants a static +2 to Perception, meaning they have a base perception of 12 instead of 10. And in fact Perception really should just be a floating # that varies by species, similar to speed. For Endurance and Focus, technically these aren't defenses, as those are handled by saving throws. What these are are attempts to simulate player-initiated activities that require either physical or mental stamina for success. Some people like to use Athletics (Con) for that, but truth be told I prefer them being separate since they are very much not the same thing in real life - someone can be trained to run a marathon but not have the physical strength to move a large boulder. It's basically physique vs. stamina, which just are not the same. I always look at tool proficiencies as including a soft knowledge component. That's why I actually love tools as a solution for types of knowledge that are too narrow to be a skill - the main benefit of a proficiency is to give you the ability to do something, but it includes an aspect of knowledge on what it is it allows you to do. So if you are proficient in thieving tools but don't have actual tools, you could still make a thief tool check to do an analysis of something you might be able to fix with thief tools. This concept also applies to Medicine (Int) vs Healer's Kit, btw, which is part of why I prefer Medicine as an Int-default skill. I look at it more as Anatomy, while I would allow Wisdom-based Healer's Kit checks to actually apply healing (healer's kits have expanded options.) [/QUOTE]
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