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Some thoughts on skills.
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<blockquote data-quote="Kinematics" data-source="post: 8909328" data-attributes="member: 6932123"><p>#1: So skill first, ability second, rather than ability first, skill second? It is, admittedly, the way that most players view things, even if the rules expect differently.</p><p></p><p>#2 I agree with in principal, but it becomes unwieldy in practice. Perhaps if it was presented as, "This ability score is the most common to use with this skill, so record it as the default for quick reference. Otherwise add the specified ability score, and your proficiency bonus if you have proficiency in the skill." Make it so that it's still easy to use the pre-calculated values, but make sure it doesn't imply that those are the only combinations.</p><p></p><p>#3 is just the lack of any bonus, as others have said.</p><p></p><p>#4 needs more thought on the mathematical implications.</p><p></p><p>#5 I broadly agree with, and I'd combine it with #7. Having proficiency in one of these skills allows you to use any of the noted tool sets. Not having the tool set still allows you to use the skill, but you may be more limited in what you can do, or have a higher DC, depending on your intended action.</p><ul> <li data-xf-list-type="ul">Craft: Smithing, tinkering, woodworking, carpentry, leatherworking, glassblowing, jewelery, pottery, masonry, weaving.</li> <li data-xf-list-type="ul">Alchemy: Cooking, brewing, herbalism, (making) poisons, medicine.</li> <li data-xf-list-type="ul">Expression: Calligraphy, cartography, painting, decorating, sculpting.</li> <li data-xf-list-type="ul">Skullduggery: Lockpicking, trapmaking, forgery, disguise, (administering) poisons.</li> <li data-xf-list-type="ul">Musician: All instruments.</li> <li data-xf-list-type="ul">Travel: Navigation, vehicles (land or water).</li> </ul><p></p><p>Add in Culture and Engineering from Level Up as well.</p><p></p><p>Craft (or sometimes Engineering or Skullduggery) without a tool set would be McGuyvering. Decorating (under Expression) wouldn't need a tool set per se, but would need appropriate materials. Etc.</p><p></p><p>Drop the Gaming Set proficiencies entirely. That's just silly. If you know the rules, you can play the game. If you want to cheat at the game, that's Sleight of Hand or Deception. Maybe there are people out there with expertise in mahjongg, but that's really outside the scope of the skill system.</p><p></p><p>Though, perhaps give the GM a tool to mark someone as super experienced at a very narrow skill (say, sushi chef, or Three Card Monte hustler), of something like +1 per year of practice in the skill, up to +10. It's rather different than the broad and generic proficiency gain that comes with level.</p><p></p><p>On #6, I'm not sure. I still feel that backgrounds should generally provide skills on their own. Of course, getting rid of tool/instrument proficiencies opens up space for one or two more skills that each character can have (though they might get directed into the generalized tool skills).</p></blockquote><p></p>
[QUOTE="Kinematics, post: 8909328, member: 6932123"] #1: So skill first, ability second, rather than ability first, skill second? It is, admittedly, the way that most players view things, even if the rules expect differently. #2 I agree with in principal, but it becomes unwieldy in practice. Perhaps if it was presented as, "This ability score is the most common to use with this skill, so record it as the default for quick reference. Otherwise add the specified ability score, and your proficiency bonus if you have proficiency in the skill." Make it so that it's still easy to use the pre-calculated values, but make sure it doesn't imply that those are the only combinations. #3 is just the lack of any bonus, as others have said. #4 needs more thought on the mathematical implications. #5 I broadly agree with, and I'd combine it with #7. Having proficiency in one of these skills allows you to use any of the noted tool sets. Not having the tool set still allows you to use the skill, but you may be more limited in what you can do, or have a higher DC, depending on your intended action. [LIST] [*]Craft: Smithing, tinkering, woodworking, carpentry, leatherworking, glassblowing, jewelery, pottery, masonry, weaving. [*]Alchemy: Cooking, brewing, herbalism, (making) poisons, medicine. [*]Expression: Calligraphy, cartography, painting, decorating, sculpting. [*]Skullduggery: Lockpicking, trapmaking, forgery, disguise, (administering) poisons. [*]Musician: All instruments. [*]Travel: Navigation, vehicles (land or water). [/LIST] Add in Culture and Engineering from Level Up as well. Craft (or sometimes Engineering or Skullduggery) without a tool set would be McGuyvering. Decorating (under Expression) wouldn't need a tool set per se, but would need appropriate materials. Etc. Drop the Gaming Set proficiencies entirely. That's just silly. If you know the rules, you can play the game. If you want to cheat at the game, that's Sleight of Hand or Deception. Maybe there are people out there with expertise in mahjongg, but that's really outside the scope of the skill system. Though, perhaps give the GM a tool to mark someone as super experienced at a very narrow skill (say, sushi chef, or Three Card Monte hustler), of something like +1 per year of practice in the skill, up to +10. It's rather different than the broad and generic proficiency gain that comes with level. On #6, I'm not sure. I still feel that backgrounds should generally provide skills on their own. Of course, getting rid of tool/instrument proficiencies opens up space for one or two more skills that each character can have (though they might get directed into the generalized tool skills). [/QUOTE]
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