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Using different skills in 5e
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<blockquote data-quote="GlassJaw" data-source="post: 7881236" data-attributes="member: 22103"><p>Good analysis BB.</p><p></p><p>To play devil's advocate slightly (although I'm not countering your post), having a list of "skills" allows for the skill system to exist, if that makes any sense. You could separate skills from abilities and consolidate, but you then lose granularity of the system. If you want to preserve the depth of choice of the current skill system, I don't think it can withstand attrition.</p><p></p><p>If anything, I think 5E suffers from lack of skill choice more than too much. For example, Stealth and Perception are close to must-haves. However, I think that has more to do with the frequency that certain skills are used by other systems than the skill system itself. That's especially true in the case of Perception.</p><p></p><p>Tool proficiencies are nice to flesh out skills and provide creative uses but tend to be underused in my experience.</p><p></p><p>My "fixes" to the skill system would be twofold:</p><p></p><p>1. Provide more examples of uses within each skill. XGtE did this would tools and it's a great springboard for coming with new tool uses. 4E did a good job of this for skills, although like most things in 4E, went too far and provided so much detail such that it became confining rather than broadening.</p><p></p><p>2. Expand the modifier scale. Currently a character can be untrained, trained (proficiency), or have Expertise (double proficiency) in a skill. This doesn't allow for much variety across different characters. PF2E has made some interesting innovations in this space.</p><p></p><p>This may result in increasing skill DCs (although perhaps only at the top), or instead of Expertise doubling proficiency, create additional levels in between with flat modifiers. So the top level modifier becomes +6 (same as Expertise at level 17) and levels of +2 and +4 in between. </p><p></p><p>Or expand the range so it goes to +8 and +10. Lots of options, although expanding the system like this requires revising other systems so these additional levels can be obtained.</p></blockquote><p></p>
[QUOTE="GlassJaw, post: 7881236, member: 22103"] Good analysis BB. To play devil's advocate slightly (although I'm not countering your post), having a list of "skills" allows for the skill system to exist, if that makes any sense. You could separate skills from abilities and consolidate, but you then lose granularity of the system. If you want to preserve the depth of choice of the current skill system, I don't think it can withstand attrition. If anything, I think 5E suffers from lack of skill choice more than too much. For example, Stealth and Perception are close to must-haves. However, I think that has more to do with the frequency that certain skills are used by other systems than the skill system itself. That's especially true in the case of Perception. Tool proficiencies are nice to flesh out skills and provide creative uses but tend to be underused in my experience. My "fixes" to the skill system would be twofold: 1. Provide more examples of uses within each skill. XGtE did this would tools and it's a great springboard for coming with new tool uses. 4E did a good job of this for skills, although like most things in 4E, went too far and provided so much detail such that it became confining rather than broadening. 2. Expand the modifier scale. Currently a character can be untrained, trained (proficiency), or have Expertise (double proficiency) in a skill. This doesn't allow for much variety across different characters. PF2E has made some interesting innovations in this space. This may result in increasing skill DCs (although perhaps only at the top), or instead of Expertise doubling proficiency, create additional levels in between with flat modifiers. So the top level modifier becomes +6 (same as Expertise at level 17) and levels of +2 and +4 in between. Or expand the range so it goes to +8 and +10. Lots of options, although expanding the system like this requires revising other systems so these additional levels can be obtained. [/QUOTE]
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