D&D 3E/3.5 What 3 skills would you add to DnD 3.5

Wrathamon said:
Craft: Art doesnt work for you?

Craft: Art is probably the best solution, given the tools at hand. However the examples given in the skill description don't seem to follow a pattern that implies purley artistic works are included.
 

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Wit. Used for verbal battle in environments where pulling out a weapon or spell are inappropriate, this is the evil opposite of diplomacy. You use it to lower peoples opinions of your target. Can also be used to maintain material for gather information to find ‘the king’s cousin is a baby eater’ is uttered in half the inns in the city. Also can be used as intimidation in a non-physical sense, i.e., a sharp quipe makes the guard cease asking for identification. It lacks the fear effect of intimidation and does not work in combat.

Navigate: yes, I’d agree, though what of profession sailor? Shouldn’t they get it as part of their profession?

Research: yes, a good idea. An untrained INT skill, I would think (anyone can try to research). Use mechanics for gather information except instead of city/town size, you use size of library.

Maneuver or run skill does sound good. I currently use Athlete skill, combing jump with a running trait. Use athlete skill checks instead of CON for checks. Also used for sprinting – each point above base 10 on a check allows movement 5% further (a check made by 6 goes 30% further, or 39’ for a human. I use this for chasing down the purse snatcher sort of scenario.

Grapple as a skill. I’m not sure. It sounds good, but it strains the already limited fighter’s skill points. Then again, it matches well as an opposed skill vs. escape artist, used to escape the grapples. Hmmm.

Perception is a combined skill, rather then a new one. Given that, I use it too.

Survival does include the ability to track, so long as the DC is 10 or less. A better solution would be to give a -10 to the tracking check, but allow attempt to track any DC. Tracking would then give a +10 to survival, only for tracking.

A separate art and writing skill – why? It would have the same effect as a craft for single pieces and can be used to make a living. Perhaps as perform skill – except it screws up the living aspect – but who am I kidding, how many starving artists are there are :D

B:]B
 


What was the reason they changed the name from Wilderness Lore to Survival?

Because most people (including myself) had a tough time figuring out the difference between Wilderness Lore and Knowledge (nature). :confused:
 


ydirbut said:
The 3 from birthright, Administrate, Lead, and Warcraft.

Ok - so what do the do in d20? What effect or purpose.... Currently, I can take prof: administrator or siege mechanic, while leadership is a feat rather then a skill. Is there a specific mechanic you have in mind for these? Perhaps removing the feat leadership, replacing it with a skill, perhaps?

B:]B
 

Beholder Bob said:
Navigate: yes, I’d agree, though what of profession sailor? Shouldn’t they get it as part of their profession?

No not all sailors are navigators or should even know how to navigate. Navigation involves calculating ones position in space from available clues (stars, wave patterns, landmarks etc), then determining orientation to a known target and then measuring (and correcting for) any variation from the planed course. The Prof:Sailor skill might cover Piloting but not Navigation
 

I combined Move Silent and Hide into Stealth... I just found that when a player was trying to be sneaky they rolled both. I wanted to save on die rolls and book keeping.

I also combine Spot and Listen... into Perception (someone else mentioned that above, I kept Search seperate) again less rolls to deal with.

I combined a bunch of others as well and it has worked out very well. Less book keeping and those with limited skill points can actually do skills stuff.

I like the Command skill in Black Company.

I also like KW: Tactics
 

Scry, Sense of Smell & Taste, and the Knowledge Culture skills.

At least, that's what I did.

Scry because it's a good skill, I've expanded on it a bit (useful for sensing ethereal beings, estimating the magical power of something, and appraising magical items -- I've made it an all-purpose "magic sense" skill).

Smell/Taste because it's more useful than one may think. (To notice food is poisonned, to notice a place is inhabited or deserted, etc.)

Knowledge Cultures skills replace the Speak Language pseudoskill.
 

Ambrus said:
Because most people (including myself) had a tough time figuring out the difference between Wilderness Lore and Knowledge (nature). :confused:

I think they also rolled Intuit Direction into the new skill. Still doesn't explain the name change though.
 

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