I don't think we'll agree on this. Getting proficiencies is simultaneously very easy and very infrequent naturally. But it seems like we're on the same page regardless with respect to balance so it probably doesn't matter that much. The final version could mention both options.
Oh yes, I agree completely. I've done a little of this as you can see but I'd love to see it pushed further. The only 'problem' here is that it makes skill tricks easy to use every turn for rogues, but that's as it should be imo.
Love the idea of trading movement for an ability though.
thoughts:
- Athletics ones are all great. I can already guess what sorts of builds would take these and how they would use them. I particularly like the idea of a high level grappler sort crushing a force cage.
- Arcana, I like what you're doing but these feel somewhat weak. I can see a fighter using them effectively I guess.
- Medicine is fun because it allows you to do the "doctor who killed the mob boss." While extremely situational I can definitely see some of my players taking it.
- The perception ability is less jank than the one I had.
- Intimidation probably works better than the ability I had, my main concern is that its hard to use as a barbarian, which is one of the classes that I really want to be able to intimidate people.
I think its a worthwhile goal. Hopefully we can get more people involved. Regardless the quality control and balance here is going to be rough.
that would work pretty well yes. The only issue I have here is that fighters get tons of skill tricks this way while the barbarians are left out in the cold (again)
I can see the argument for combat patrol.
Identify as a skill trick could be pushed back, I just don't want it to be way worse than conventional identify. Though the point about the 100gp cost is well taken.
- Feint is not something I'd want to go for because it basically adds something you are going to do every round, which is going to feel like pointless busy work at some point.
- Escape seems incredibly situational, I'm not sure where it would be useful or why it needs to be so high level
- Master Sneak is confusing. I get multiple attacks with advantage when coming out of hiding?
- Natural Guard is passive, but thematically I do like the idea of a survival making you stronger when you're fighting in the rain. Very flavorful, there's something here.
- Isn't taste of nature a basic rule?
- Tactical Study is sort of not what I like because its something you're going to be doing every turn. Martials don't really need flat bonuses to AC and damage.
- Trapkeen seems fun. It reminds me of the barbarian trapkiller ACF.
Shadow Instinct is interesting, although I'd prefer to have it work more like the shadow monk ability in this case.
The Student tricks are better than my random one that just works on identify and nothing else, and I can already think of a lot of powerful tricks you can pull off with this. Though I would be concerned about everyone just taking this for find familiar.