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<blockquote data-quote="Kobold Stew" data-source="post: 6320979" data-attributes="member: 23484"><p>Perform is actually an interesting case for stacking skills and tools as well, since in the final play test documents, Bards were given proficiency in a certain number of musical instruments as tools. Further, since there was no list of sets of instruments, a bard could be trained in "lyre" but not be proficient with a magic zither (since, y'know, they're so different). (more -- see below)</p><p></p><p></p><p></p><p>For a while I was nodding around with "tool" proficiencies with some things that weren't tools, but were binary on/off abilities, where if you didn't know them, ability alone wouldn't do. Things like "literacy" and "swimming" and (as eventually implemented) mounts -- something where the choice to do something required an up-front investment by the character, but most adventurers would never know they hadn't invested (esp in a pre-industrial [fantasy] society). I think the system worked, and I offered it in a feedback report, but I don't have any expectations of it being implemented to the degree that seems sensible to me. </p><p></p><p>I also wanted to cascade some proficiencies (such as gaming set and instruments), where players would choose a class of items from a discrete list.</p><p></p><p>So for gaming, I had Dice, Cards, Chess to reflect different broad categories. For instruments I had Strings, Wind, Voice, Percussion. This degree of specialization made some strategic investment for players, without ever totally screwing them over, but still allowing those proficient in the tool to be meaningfully better than those non proficient. </p><p></p><p>Proficiencies are "cheaper" than skills, but still a resource players need to commit.</p><p></p><p></p><p>[Edit: I also wanted rogues not to get Thieves' tools from their class automatically (or at most for it to be a choice from the *skills* they chose), and for the primary way to be proficient in thieves tools is from a Guild Thief background. Again, players need to choose to invest.]</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 6320979, member: 23484"] Perform is actually an interesting case for stacking skills and tools as well, since in the final play test documents, Bards were given proficiency in a certain number of musical instruments as tools. Further, since there was no list of sets of instruments, a bard could be trained in "lyre" but not be proficient with a magic zither (since, y'know, they're so different). (more -- see below) For a while I was nodding around with "tool" proficiencies with some things that weren't tools, but were binary on/off abilities, where if you didn't know them, ability alone wouldn't do. Things like "literacy" and "swimming" and (as eventually implemented) mounts -- something where the choice to do something required an up-front investment by the character, but most adventurers would never know they hadn't invested (esp in a pre-industrial [fantasy] society). I think the system worked, and I offered it in a feedback report, but I don't have any expectations of it being implemented to the degree that seems sensible to me. I also wanted to cascade some proficiencies (such as gaming set and instruments), where players would choose a class of items from a discrete list. So for gaming, I had Dice, Cards, Chess to reflect different broad categories. For instruments I had Strings, Wind, Voice, Percussion. This degree of specialization made some strategic investment for players, without ever totally screwing them over, but still allowing those proficient in the tool to be meaningfully better than those non proficient. Proficiencies are "cheaper" than skills, but still a resource players need to commit. [Edit: I also wanted rogues not to get Thieves' tools from their class automatically (or at most for it to be a choice from the *skills* they chose), and for the primary way to be proficient in thieves tools is from a Guild Thief background. Again, players need to choose to invest.] [/QUOTE]
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