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What should the skill list look like?
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<blockquote data-quote="bbjore" data-source="post: 6024709" data-attributes="member: 27539"><p>While I think the idea of a branching skill system is intriguing, I think skills are a perfect place for modules. You could have the no skill modules where PCs use double their attribute bonus (range from 0 to 10). A 4E broad style skill module where PCs have four or five broad skills such as commerce or athletics which provide a +3 to +7 bonus to whichever attribute they are using for that particular check (range of 0 to 12), or you could get really gritty where PCs have multiple specific skills, say 6-12, possibly even gaining them four at a time at specific levels from various backgrounds or occupations. Your PC could start out as a soldier, progress to a coachman, then noble, and end as a ruling lord, gaining skills along the way. Each of these skills would be fairly narrow (jump vs. acrobatics or persuade or seduce vs. diplomacy) and again provide a floating +3 to +7 bonus to whichever attribute is being used (again a range of 0 to 12).</p><p></p><p>It's very easy to plug in any of the above, they would all use similar DCs, and each would allow specific groups to get as in depth as they'd like about what their PC is or is not good at.</p><p></p><p>Regardless of the skill module chosen, I think the game should have both feats, and talent trees for each class that gives them a unique way to deal with the second and third pillars of exploration and interaction. For instance, a fighter might be able to chose some talents that make them good at intimidating people or breaking doors while the rogue should be able to chose some talents for fast talking or trap finding. That way, while everyone can use skills to interact in those other pillars, each class would have some unique tricks they could pull off in those pillars as well.</p></blockquote><p></p>
[QUOTE="bbjore, post: 6024709, member: 27539"] While I think the idea of a branching skill system is intriguing, I think skills are a perfect place for modules. You could have the no skill modules where PCs use double their attribute bonus (range from 0 to 10). A 4E broad style skill module where PCs have four or five broad skills such as commerce or athletics which provide a +3 to +7 bonus to whichever attribute they are using for that particular check (range of 0 to 12), or you could get really gritty where PCs have multiple specific skills, say 6-12, possibly even gaining them four at a time at specific levels from various backgrounds or occupations. Your PC could start out as a soldier, progress to a coachman, then noble, and end as a ruling lord, gaining skills along the way. Each of these skills would be fairly narrow (jump vs. acrobatics or persuade or seduce vs. diplomacy) and again provide a floating +3 to +7 bonus to whichever attribute is being used (again a range of 0 to 12). It's very easy to plug in any of the above, they would all use similar DCs, and each would allow specific groups to get as in depth as they'd like about what their PC is or is not good at. Regardless of the skill module chosen, I think the game should have both feats, and talent trees for each class that gives them a unique way to deal with the second and third pillars of exploration and interaction. For instance, a fighter might be able to chose some talents that make them good at intimidating people or breaking doors while the rogue should be able to chose some talents for fast talking or trap finding. That way, while everyone can use skills to interact in those other pillars, each class would have some unique tricks they could pull off in those pillars as well. [/QUOTE]
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