some new ideas on synergies... anyone else have some?

lordxaviar

Explorer
New Skill synergies based on common sense:

+5 points in, Gives +2 bonus on
Bluff, Performance (act)
Diplomacy, Bluff
Performance(act), Diplomacy or Intimidate
Perform (oratory), Bluff or intimidate
 

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Those skills are SO aynergistic they should provide a +4 bonus, don't you agree??

<dice shake>
<rolls 18, modified 37 on diplomacy>

Those skills are SO underpowered, they need all the help they can get.

<dice shakes>
<rols11, modified 20 on bluff>

DM takes Sharpie directly to PH and marks in new synergy bonuses.
 

So...
Bluff give bonus to Performance (act) which gives bonus to Diplomacy, which gives a bonus to bluff...
So you spend 15 skill points and get three skills at +7, all of which have the same stat modifier?
I LIKE IT!
 

I have always liked the idea of exploding synergies. This works by giving you an increase in the synergy bonus increases by +1 for every 5 ranks over and above 5. So, tumble 5 ranks gives a bonus of +2 to balance and jump. When you get 10 ranks of tumble that bonus becomes +3 to balance and jump.

As for additional synergies I look at the profession skills:
Profession (Apothecary) synergy to Heal, disease and poison only, and Craft (Alchemy)
Profession (Driver) synergy to Handle Animal, hurry 1 or 2 animals hitched to a cart or wagon or other only
Profession (Fisher) synergy to Survival, in regions you can fish only
Profession (Guard) synergy to Listen, Search
Profession (Guide) synergy to Survival, to avoid getting lost and natural hazards
Profession (Herbalist) synergy to Heal, disease and poison only
Profession (Herder) synergy to Handle Animal
Profession (Hunter) synergy to Survival, when hunting only
Profession (Lumberjack) synergy to Craft (Woodworking)
Profession (Mining) synergy to Craft (Stone Masonry) when underground
Profession (Rancher) synergy to Handle Animal, hurry herds of animals only while riding
Profession (Sailor) synergy to Balance and Climb
Profession (Scribe) synergy to Decipher Script
Profession (Stable hand) synergy to Handle Animal
Profession (Tanner) synergy to Craft (Leather working)
Profession (Teamster) synergy to Handle Animal, hurry teams of animals hitched to large wagons, coaches or other, only
Profession (Woodcutter) synergy to Craft (Carpentry)

I am sure we can come up more like this.
 
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i like..


As for additional synergies I look at the profession skills:
Profession (Apothecary) synergy to Heal, disease and poison only, and Craft (Alchemy)
Profession (Driver) synergy to Handle Animal, hurry 1 or 2 animals hitched to a cart or wagon or other only
Profession (Fisher) synergy to Survival, in regions you can fish only
Profession (Guard) synergy to Listen, Search
Profession (Guide) synergy to Survival, to avoid getting lost and natural hazards
Profession (Herbalist) synergy to Heal, disease and poison only
Profession (Herder) synergy to Handle Animal
Profession (Hunter) synergy to Survival, when hunting only
Profession (Lumberjack) synergy to Craft (Woodworking)
Profession (Mining) synergy to Craft (Stone Masonry) when underground
Profession (Rancher) synergy to Handle Animal, hurry herds of animals only while riding
Profession (Sailor) synergy to Balance and Climb
Profession (Scribe) synergy to Decipher Script
Profession (Stable hand) synergy to Handle Animal
Profession (Tanner) synergy to Craft (Leather working)
Profession (Teamster) synergy to Handle Animal, hurry teams of animals hitched to large wagons, coaches or other, only
Profession (Woodcutter) synergy to Craft (Carpentry)
 

No... its ranks in not totals...

What? My English isn't the best. Could you clarify that with decent sentence structure?
Did you mean... "No. Its in ranks, not totals." or "No. Its ranks in the skill, not modifier totals."? Both of those are still kind of confusing to me.
I didn't mention ranks anywhere so I am confused.
I said you spend 15 skill points, and each of the three skill ends up at a minimum modifier of +7. Is that wrong?

Edit: If skills had that much synergy, I could see people taking Profession (whatever) just for the synergy bonus to a skill they want high at an early level.

5 Ranks in Profession (Guard) for +2 to Listen, Search? I LIKE IT! Not to mention the role-play value it can give you if you ever piss off the law.
 
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Well I need to correct my list a little.

Profession (Herder) synergy to Handle Animal, when dealing with more than one animal at a time.
Profession (Sailor) synergy to Balance, Climb and Use Rope

And add the following:
Profession (Brewer) synergy to Craft (Alchemy)
 

Edit: If skills had that much synergy, I could see people taking Profession (whatever) just for the synergy bonus to a skill they want high at an early level.

5 Ranks in Profession (Guard) for +2 to Listen, Search? I LIKE IT! Not to mention the role-play value it can give you if you ever piss off the law.

Um and is THAT not the entire point of the Profession(x) skill ... to provide an in-game mechanic/reason for spending valuable skill points on something which could otherwise just as easily be hand-waved in the character's descriptive background with zero in-game effect/cost??
 

Most adventures and supplements books ignore what a character should be able to do with a Profession skill. Unless a DM asks what profession skills a character has their use is unlikely to come up in game play.

Most of the time Profession skills are taken at to fill out a background or as a requirement for a PRC. If a player takes them for a background, you can expect a rank or two. If it is taken for a PRC don't except more than the minimum required for the silk. This should cover about 75% of the games out there where profession skills are taken.
 

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