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Wait, what IS the point of Acrobatics?
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<blockquote data-quote="DEFCON 1" data-source="post: 6340246" data-attributes="member: 7006"><p>Yup... once they decided to hard-code specific skills to specific abilities, they pretty much had to keep Athletics and Acrobatics separate (flippity-floppity uses with STR and flippity-floppity uses with DEX). But there will probably be many of us that once we decide to use the Variant Rule (as the Basic Game accounts) of allowing various abilities to be used with skills... the elimination/combining of Athletics and Acrobatics will occur.</p><p></p><p>As it stands now... given my druthers of a workable skill list for my table... I'm expecting I will use the Variant rule, and also rework the skill list to eliminate/merge what I consider to be duplicate skills or skills with not enough heft.</p><p></p><p>My skill list will probably look something like this:</p><p></p><p><strong>Arcana</strong></p><p><strong>Athletics</strong> (Acrobatics combined into it)</p><p><strong>Deception</strong></p><p><strong>Dungeoneering</strong> (added back into skill list)</p><p><strong>High Society</strong> (for all checks involving urbane/upper class people or situations)</p><p><strong>History</strong></p><p><strong>Insight</strong></p><p><strong>Investigation</strong> (acquiring ALL search functions-- hidden doors, traps, clues, secret compartments etc. plus ACTIVE search for hidden enemies)</p><p><strong>Low Society</strong> (Sleight of Hand/Streetwise combined into it-- for all checks involving the common/criminal/lower classes) </p><p><strong>Nature</strong> (Animal Handling combined into it)</p><p><strong>Persuasion</strong> (Intimidation/Performance combined into it)</p><p><strong>Religion</strong></p><p><strong>Stealth</strong></p><p><strong>Survival</strong> (Medicine combined into it)</p><p></p><p>And Perception gets eliminated entirely, with all its passive 'alertness' / 'danger sense' checks getting absorbed into the respective skills that apply to the situation the PC finds itself in. So outdoors in the forest, you make a Wisdom (Nature) check to spot the deadfall trap or notice the hidden enemy. Underground it's a Wisdom (Dungeoneering) check. In a castle, it's a Wisdom (High Society) check. So on and so forth.</p><p></p><p>This skill may be one I'll re-introduce when I see the full rules and find out just how often 'Passive Perception' is incorporated / used in the game in different situations. If it's included quite a bit... then I may leave the skill in strictly as a "passive" Wisdom check skill. However ANY active "looking around" will always be Investigation.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 6340246, member: 7006"] Yup... once they decided to hard-code specific skills to specific abilities, they pretty much had to keep Athletics and Acrobatics separate (flippity-floppity uses with STR and flippity-floppity uses with DEX). But there will probably be many of us that once we decide to use the Variant Rule (as the Basic Game accounts) of allowing various abilities to be used with skills... the elimination/combining of Athletics and Acrobatics will occur. As it stands now... given my druthers of a workable skill list for my table... I'm expecting I will use the Variant rule, and also rework the skill list to eliminate/merge what I consider to be duplicate skills or skills with not enough heft. My skill list will probably look something like this: [B]Arcana[/B] [B]Athletics[/B] (Acrobatics combined into it) [B]Deception[/B] [B]Dungeoneering[/B] (added back into skill list) [B]High Society[/B] (for all checks involving urbane/upper class people or situations) [B]History[/B] [B]Insight[/B] [B]Investigation[/B] (acquiring ALL search functions-- hidden doors, traps, clues, secret compartments etc. plus ACTIVE search for hidden enemies) [B]Low Society[/B] (Sleight of Hand/Streetwise combined into it-- for all checks involving the common/criminal/lower classes) [B]Nature[/B] (Animal Handling combined into it) [B]Persuasion[/B] (Intimidation/Performance combined into it) [B]Religion[/B] [B]Stealth[/B] [B]Survival[/B] (Medicine combined into it) And Perception gets eliminated entirely, with all its passive 'alertness' / 'danger sense' checks getting absorbed into the respective skills that apply to the situation the PC finds itself in. So outdoors in the forest, you make a Wisdom (Nature) check to spot the deadfall trap or notice the hidden enemy. Underground it's a Wisdom (Dungeoneering) check. In a castle, it's a Wisdom (High Society) check. So on and so forth. This skill may be one I'll re-introduce when I see the full rules and find out just how often 'Passive Perception' is incorporated / used in the game in different situations. If it's included quite a bit... then I may leave the skill in strictly as a "passive" Wisdom check skill. However ANY active "looking around" will always be Investigation. [/QUOTE]
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