Nyaricus
First Post
Ironically, I have just been recently trying to re-do the skill list for D&D and Knowledge was on it. Here's my list, which I think I've finalized.
Arcana (Dragons and Magical Beasts, also takes over the Spellcraft skill)
Astronomy (Aberrations, Outsiders not covered by Know: Religion, pretty much takes over Know: the Planes)
Cultures & Peoples (Humanoids and Monstrous Humanoids, tok over Know: local skill)
Engineering and Mathematics (Constructs)
Geography (oozes, also takes over the Know: Dungeoneering skill)
History
Nature (Animals, Giants, Fey, Plants, Vermin)
Medicine & the Sciences (takes over the Heal skill)
Military & Tactics (takes over bluff to feint in combat, takes over Intimidate to intimidate in combat and takes over Tumble for it's combat uses)
Politics and the Law (Nobility, Royalty, the law, how to act at the Princes Ball, etc)
Religion (Outsiders [Angels, Celestials, Devils and Demons], Undead)
Trade (takes over Appraise Skill)
I re-arranged all the skills into groups which cover all of the bases nicely (IMO), got rid of 6 skills (Appraise, Bluff [which was taken over by Knowledge: Military and Tactics and Diplomacy, respectively], Intimidate [which was taken over by Coerce and Know: Military and Tactics), Heal, Spellcraft and Tumble [which was taken over by Balance and Know: Military and Tactics]) and I think it works out rather nicely
cheers,
--N
Arcana (Dragons and Magical Beasts, also takes over the Spellcraft skill)
Astronomy (Aberrations, Outsiders not covered by Know: Religion, pretty much takes over Know: the Planes)
Cultures & Peoples (Humanoids and Monstrous Humanoids, tok over Know: local skill)
Engineering and Mathematics (Constructs)
Geography (oozes, also takes over the Know: Dungeoneering skill)
History
Nature (Animals, Giants, Fey, Plants, Vermin)
Medicine & the Sciences (takes over the Heal skill)
Military & Tactics (takes over bluff to feint in combat, takes over Intimidate to intimidate in combat and takes over Tumble for it's combat uses)
Politics and the Law (Nobility, Royalty, the law, how to act at the Princes Ball, etc)
Religion (Outsiders [Angels, Celestials, Devils and Demons], Undead)
Trade (takes over Appraise Skill)
I re-arranged all the skills into groups which cover all of the bases nicely (IMO), got rid of 6 skills (Appraise, Bluff [which was taken over by Knowledge: Military and Tactics and Diplomacy, respectively], Intimidate [which was taken over by Coerce and Know: Military and Tactics), Heal, Spellcraft and Tumble [which was taken over by Balance and Know: Military and Tactics]) and I think it works out rather nicely

cheers,
--N
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