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D&D Older Editions, OSR, & D&D Variants
Skills - Take a step forward by taking a step backward to 2e
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<blockquote data-quote="airwalkrr" data-source="post: 3031863" data-attributes="member: 12460"><p>The Alertness feat is now defunct because of this new system. So renaming it isn't a problem. The fact of the matter is that the Listen and Spot skills are based on the AD&D non-weapon proficiency Alertness, therefore, I opted to simply conserve that terminology.</p><p></p><p></p><p></p><p>I have thought of separating Alchemy from Craft. That would push it to 21. I'm such a neat freak though that nice numbers like 20 appeal to me.</p><p></p><p></p><p></p><p>Lore could be used to identify items in AD&D, which is probably why the OP rolled it into Lore. </p><p></p><p></p><p></p><p>That would be a good way of dealing with it.</p><p></p><p></p><p></p><p>I agree. It's simple and that's what makes it cool.</p><p></p><p></p><p></p><p>I realized that even with the skills the way they were, no character could never hope to learn them all, even a high Intelligence one. To me, a high level character should be a paragon of his class, that is, he should have mastery in more areas than a low level one. It is also an incentive to stick with one class. Of course, if you don't like the bonus skill point at level 5, you can ditch it for your purposes.</p><p></p><p></p><p></p><p>Actually, the way I was interpretting it was that Perform now encompasses ALL types of perform. The specific skills should be a roleplaying decision as far as I'm concerned. As long as the player comes up with a good enough reason, I have no problem assuming that a bard is a virtuoso who has mastered many instruments, and speaking as a musician myself who can play three instruments, it isn't hard to learn a second once you already know one, especially when sticking to the same class of instruments (like brass or strings). The Knowledge skills work the same way. The qualifiers I included for some classes (such as druids having nature only) mean they can learn Lore, but only gain the benefits of the skill when it pertains to nature. However, a wizard with proficiency in Lore effectively has ALL Knowledge skills with ranks equal to one half of level + 3. I don't see this as a huge problem as it streamlines the Knowledge skill. I don't think it is overpowering in any sense of the word. Assuming that Perform and Knowledge also means DMs can more easily allow other characters to have these skills, simply with a limited scope. For instance, a fighter may have had a background as being raised in a monastery and therefore wishes to have proficiency in Lore, but only for purposes of religion. Hence the fighter can have Lore proficiency, but he gains much less from it than a cleric or a wizard would. Similar things could be done with other skills, such as the cleric of Kord from a nautical community wanting athletics, but only for the purposes of Swim. </p><p></p><p></p><p></p><p>Well, I tried to make it so no one would get hosed. I think you misunderstood that Knowledge and Perform were all rolled into one. With that clarified, I don't think anyone really gets hosed.</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 3031863, member: 12460"] The Alertness feat is now defunct because of this new system. So renaming it isn't a problem. The fact of the matter is that the Listen and Spot skills are based on the AD&D non-weapon proficiency Alertness, therefore, I opted to simply conserve that terminology. I have thought of separating Alchemy from Craft. That would push it to 21. I'm such a neat freak though that nice numbers like 20 appeal to me. Lore could be used to identify items in AD&D, which is probably why the OP rolled it into Lore. That would be a good way of dealing with it. I agree. It's simple and that's what makes it cool. I realized that even with the skills the way they were, no character could never hope to learn them all, even a high Intelligence one. To me, a high level character should be a paragon of his class, that is, he should have mastery in more areas than a low level one. It is also an incentive to stick with one class. Of course, if you don't like the bonus skill point at level 5, you can ditch it for your purposes. Actually, the way I was interpretting it was that Perform now encompasses ALL types of perform. The specific skills should be a roleplaying decision as far as I'm concerned. As long as the player comes up with a good enough reason, I have no problem assuming that a bard is a virtuoso who has mastered many instruments, and speaking as a musician myself who can play three instruments, it isn't hard to learn a second once you already know one, especially when sticking to the same class of instruments (like brass or strings). The Knowledge skills work the same way. The qualifiers I included for some classes (such as druids having nature only) mean they can learn Lore, but only gain the benefits of the skill when it pertains to nature. However, a wizard with proficiency in Lore effectively has ALL Knowledge skills with ranks equal to one half of level + 3. I don't see this as a huge problem as it streamlines the Knowledge skill. I don't think it is overpowering in any sense of the word. Assuming that Perform and Knowledge also means DMs can more easily allow other characters to have these skills, simply with a limited scope. For instance, a fighter may have had a background as being raised in a monastery and therefore wishes to have proficiency in Lore, but only for purposes of religion. Hence the fighter can have Lore proficiency, but he gains much less from it than a cleric or a wizard would. Similar things could be done with other skills, such as the cleric of Kord from a nautical community wanting athletics, but only for the purposes of Swim. Well, I tried to make it so no one would get hosed. I think you misunderstood that Knowledge and Perform were all rolled into one. With that clarified, I don't think anyone really gets hosed. [/QUOTE]
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