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What Skill is Math!?
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<blockquote data-quote="Psion" data-source="post: 1226109" data-attributes="member: 172"><p>Well, I can understand why they pared down and capped the knowledge skill -- it was too easy to make too many of them.</p><p></p><p>Perhaps as a profession skill -- profession (numerate) or profession (numerologist) -- isn't there an ancient profession that deals with mathematics?</p><p></p><p>If you play d20 modern or want to match the categories, it's part of knowledge (physical sciences). Mathematics is too specific for what is currently part of a knowledge skill.</p><p></p><p><em><strong>Warning: My House Rule Method Ahead</strong></em></p><p></p><p>In my game, I grapple with the skill proliferation problem and keeping up the details as well by use of my skill specialty house rule.</p><p></p><p>Basically, you get one specialty per rank in the skill. You can select sub-specialties as well. So a specialty of knowledge (the planes) might be the astral, the 9 hells, the abyss, etc. Subspecialties might be specific topics within one of the specialties such as dead gods (astral), cania (9 hells), or abyssal politics (abyss).</p><p></p><p>The DM decides if a specialty is called for for a given roll. If you do not have the specialty, there is a -2 penalty (or more, at DMs discretion) per specialty you lack. OTOH, you get a +2 per applicable specialty.</p><p></p><p>So, one way to handle this is to create applicable specialties to the existing knowledge skills. For example, you might decide that knowledge (arcana) has as a field mathematics, and the character would select appropraite specialties or sub-specialties.</p></blockquote><p></p>
[QUOTE="Psion, post: 1226109, member: 172"] Well, I can understand why they pared down and capped the knowledge skill -- it was too easy to make too many of them. Perhaps as a profession skill -- profession (numerate) or profession (numerologist) -- isn't there an ancient profession that deals with mathematics? If you play d20 modern or want to match the categories, it's part of knowledge (physical sciences). Mathematics is too specific for what is currently part of a knowledge skill. [i][b]Warning: My House Rule Method Ahead[/b][/i][b][/b] In my game, I grapple with the skill proliferation problem and keeping up the details as well by use of my skill specialty house rule. Basically, you get one specialty per rank in the skill. You can select sub-specialties as well. So a specialty of knowledge (the planes) might be the astral, the 9 hells, the abyss, etc. Subspecialties might be specific topics within one of the specialties such as dead gods (astral), cania (9 hells), or abyssal politics (abyss). The DM decides if a specialty is called for for a given roll. If you do not have the specialty, there is a -2 penalty (or more, at DMs discretion) per specialty you lack. OTOH, you get a +2 per applicable specialty. So, one way to handle this is to create applicable specialties to the existing knowledge skills. For example, you might decide that knowledge (arcana) has as a field mathematics, and the character would select appropraite specialties or sub-specialties. [/QUOTE]
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