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General Tabletop Discussion
*Pathfinder & Starfinder
What Knowledge Skill do you use/allow?
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<blockquote data-quote="Celebrim" data-source="post: 3989151" data-attributes="member: 4937"><p>As indeed it ought to be. You are quite right. The two concepts are linked and you can't meddle with one without meddling with the other. </p><p></p><p>Moreover, you can't just higgly-piggly add skills the way some other game systems do. Pretty soon you have versus skills that are rightly subclasses of another skill in the same system, two different skills that allow the character to do the same thing, and some skills that are far more narrow than some other skill with much broader application. There is hardly anything worse for a skill system than loading up the best skills with more and more applications, while subdividing the more narrow skills into increasingly thin catagories.</p><p></p><p>Yes, realistically there are all sorts of narrow categories of knowledge and skill having little to do with one another, but in practice, what skills are for is the solving of specific problems within a game and nothing is worse than having a purely passive skill (like Knowledge, which depends almost entirely on the DM to be useful) which never comes up in play.</p><p></p><p>My revisions are intended to avoid that very problem while still having some division of knowledge. My main purpose is to avoid any of the above issues. I've not really created new skills so much as shuffled the distribution of application about. For example, Disguise now properly covers all physical subterfuge, so that you feint in combat with Disguise - not Bluff. My skill system is designed with the same goals in mind: try as best as possible to keep all the skills useful, while avoiding ambiguities as to which skill applies in which situation. If my knowledge skills have proliferated, it is only because other skills have been plucked away.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 3989151, member: 4937"] As indeed it ought to be. You are quite right. The two concepts are linked and you can't meddle with one without meddling with the other. Moreover, you can't just higgly-piggly add skills the way some other game systems do. Pretty soon you have versus skills that are rightly subclasses of another skill in the same system, two different skills that allow the character to do the same thing, and some skills that are far more narrow than some other skill with much broader application. There is hardly anything worse for a skill system than loading up the best skills with more and more applications, while subdividing the more narrow skills into increasingly thin catagories. Yes, realistically there are all sorts of narrow categories of knowledge and skill having little to do with one another, but in practice, what skills are for is the solving of specific problems within a game and nothing is worse than having a purely passive skill (like Knowledge, which depends almost entirely on the DM to be useful) which never comes up in play. My revisions are intended to avoid that very problem while still having some division of knowledge. My main purpose is to avoid any of the above issues. I've not really created new skills so much as shuffled the distribution of application about. For example, Disguise now properly covers all physical subterfuge, so that you feint in combat with Disguise - not Bluff. My skill system is designed with the same goals in mind: try as best as possible to keep all the skills useful, while avoiding ambiguities as to which skill applies in which situation. If my knowledge skills have proliferated, it is only because other skills have been plucked away. [/QUOTE]
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What Knowledge Skill do you use/allow?
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