(What I was responding to has disappeared.)
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Again, for clarity, I don't agree with that position. I only desire to have all skills have the same mechanics; the same rules. Those who don't want to use them could choose not to.I think it's related to the notion going around that people who like those skills in the background aren't good roleplayers - also BS.
Yes, WE care. I'm talking about the customers that are gone for good. It would make no sense for WotC to chase away their current supporters only to fail to win back folks that have already abandoned them for good.
Background Skills:
Write two backgrounds appropriate for your character. You may use those backgrounds as trained skills when appropriate.
Examples:
Blacksmith
Cartographer
Chef
Cobbler
Farmer
Hunter
Sailor
Can do it with current 4E![]()
And I have yet to encounter one that doesn't, so clearly neither of our experiences are remotely universal.And 4Ed's "Everything is Core" philosophy hasn't changed that: I've yet to encounter a 4Ed DM who uses "Background skills."
Not really, no. Your background name never necessarily has a mechanical effect, and the background bonuses add to already existing skills.
Though the background rules in PH2 are pretty cool - sadly overshadowed by their other backgrounds (Scales of War, Forgotten Realms)![]()
Because Perception isn't already the best skill?![]()
Keeping the skill list small - and the skills fairly broad - is a really good idea. Not just for D&D, but for games in general. Skill proliferation is a bane of good game design, it creates incompetence - each additional skill is another thing your character /can't do/, unless he invests in the skill.On the one hand, I think a short skill list filled with skills of vaguely equal importance is of high value to the game. A smaller number of skills limits the amount of rules necessary to explain the skills and it prevents optimization traps where someone needs to sacrifice their perception or mobility to adequately fill out their character background.
On the other hand, I appreciate the value of having mechanics to help realize the non-adventuring parts of the character.
It seems to me that a two-tiered skill system is the right solution here.