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<blockquote data-quote="Doctor Shaft" data-source="post: 1960041" data-attributes="member: 25737"><p>It sounds like a majority of the desired changes are basically already available, just not consolidated into a pretty package titled "D&D 4.0". </p><p></p><p>But hey, it's fun giving out our ideas. </p><p></p><p>A few of mine.</p><p></p><p>Integrating the skills list into combat. D&D is such a combat oriented game. And yet, it boggles my mind how many skills there are, and how often you CAN'T really use them for anything except special circumstances.</p><p></p><p>For instance. We know when we play a game that a DM will have combat. So of course, maxing out stuff like AC, BAB, etc., has some kind of direct effect on the campaign. But... the moment you try to do something that doesn't directly affect combat... it's like you're cutting off your own arms. </p><p></p><p>It would be nice if combat and skills weren't so separated from each other. At least create skills so that they have some kind of synergistic properties (although they could be minor). </p><p></p><p>For instance, hide and move silently, while not "combat" can still have an affect on it. However, jump is a skill that... well, rarely comes into play. It's a prereq for some third-party feats and classes, but otherwise, why pump any points into this. We can give the lame answer "for when you have to jump over that crevice or leap onto something." But... who cares? Cast fly and fly over it. Basically, unless a DM makes a very special point of utilizing your climb skills, you jump skills, and every other skill that doesn't have an affect on your swining that shiny great axe at the opponent, it becomes just another "dump skill" or "dump stat" for when you don't have much anywhere else to prioritize things. </p><p></p><p>And yes, please consolidate the list. Jump, Climb and Tumble are three categories. Most players will simply dump most of their stuff into tumble, since it has a direct combat affect... the other two are completely reliant on a DM setting up a specific scenario.</p></blockquote><p></p>
[QUOTE="Doctor Shaft, post: 1960041, member: 25737"] It sounds like a majority of the desired changes are basically already available, just not consolidated into a pretty package titled "D&D 4.0". But hey, it's fun giving out our ideas. A few of mine. Integrating the skills list into combat. D&D is such a combat oriented game. And yet, it boggles my mind how many skills there are, and how often you CAN'T really use them for anything except special circumstances. For instance. We know when we play a game that a DM will have combat. So of course, maxing out stuff like AC, BAB, etc., has some kind of direct effect on the campaign. But... the moment you try to do something that doesn't directly affect combat... it's like you're cutting off your own arms. It would be nice if combat and skills weren't so separated from each other. At least create skills so that they have some kind of synergistic properties (although they could be minor). For instance, hide and move silently, while not "combat" can still have an affect on it. However, jump is a skill that... well, rarely comes into play. It's a prereq for some third-party feats and classes, but otherwise, why pump any points into this. We can give the lame answer "for when you have to jump over that crevice or leap onto something." But... who cares? Cast fly and fly over it. Basically, unless a DM makes a very special point of utilizing your climb skills, you jump skills, and every other skill that doesn't have an affect on your swining that shiny great axe at the opponent, it becomes just another "dump skill" or "dump stat" for when you don't have much anywhere else to prioritize things. And yes, please consolidate the list. Jump, Climb and Tumble are three categories. Most players will simply dump most of their stuff into tumble, since it has a direct combat affect... the other two are completely reliant on a DM setting up a specific scenario. [/QUOTE]
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