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  1. - Top - End - #1
    Halfling in the Playground
     
    Thames's Avatar

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    Default A Skills Discussion [3ed]

    Ahoy, the purpose of this thread is to address the perceived issues of the skill list in overlaps and size in one place. I hope to get the differing views so that decision is more considered than if it were done alone for anyone who wishes to use it.

    I have seen in the forums numerous threads on reducing the amounts of skills by combining them; some changes ratified by 4ed and saga ed star wars, as well as other systems. The three foremost changes are:

    Open Lock + Disable Device := Disable Device (or Mechanics)
    Listen + Spot = Perception 1
    Move Silently + Hide = Stealth 1

    Now on the surface these all seem reasonable with the first even stated to have been kept due to legacy and not any mechanical reasons, but three reasonable counter-arguments have been made against them.

    1. If Move Silently and Hide are merged, what benefit does invisibility give?
    2. Making the skill list smaller gimps the rogue as other classes can pick up on the skills easier.
    3. The skills points per level would have to be reduced to take in to account the reduced skill list size (not so much a counter argument as a point but a good one nonetheless)
    4. Skill tricks have greater accessibility (I know little of skills tricks ty Latronis)

    Possible answers to questions 1 and 3 are:

    1. Just give the benefits of a listen check only if they are invisible
    3. Well that's obvious

    For counter-argument 2 I fail to see the point personally and wish to be enlightened

    Other rebirthed skills that I have seen on these boards and others:

    Athletics: Climb + Swim + Jump
    Survival 1: Survival + Use Rope
    Survival 2: Survival + Heal
    Know Nature: Know Nature + Heal
    Perception 2: Spot + Listen + Search
    Stealth 2: Hide + Move Silently + Sleight of Hand
    Acrobatics 1: Tumble + Balance + Escape Artist
    Acrobatics 2: Tumble + Balance
    Animal Handling: Animal Handling + Ride
    Deception 1: Disguise + Bluff
    Deception 2: Disguise + Bluff + Sleight of Hand
    Deception 3: Disguise + Bluff + Sleight of Hand + Forgery
    Persuasion: Intimidation + Diplomacy
    Socialise: Diplomacy + Gather Infomation
    Negotiation: Diplomacy + Sense Motive
    Linguistics: Forgery + Decipher Script
    Streetwise: Gather Information + Intimidate
    Thievery: Disable Device + Escape Artist + Open Lock + Sleight of hand
    Infiltration: Forgery + Disguise
    Bluff: Bluff + Intimidate

    Well that is kind of a Monsterous List so I apologise

    I would also say something of the number of skills a rogue gets with their expected skill must-haves and my opinions on the skill merges but I'll leave it to another post in this thread cause I'm tired and to keep things neat.

    Please state which you think is best and why, which is bad and why and don't hesitate to add any I've missed. Thank-you.
    Last edited by Thames; 2010-01-06 at 09:14 AM.

  2. - Top - End - #2
    Bugbear in the Playground
     
    Latronis's Avatar

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    Default Re: A Skills Discussion [3ed]

    You can also make a greater use of skill tricks with combined skills without reducing the skill points.

  3. - Top - End - #3
    Halfling in the Playground
     
    Thames's Avatar

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    Default Re: A Skills Discussion [3ed]

    My opinions on the skill merges.

    Athletics: I like - people who practise the physical parts of life tend to know them all, downside harder to make a char who cant swim
    Survival 1: dont like - thieves guild have lots of people who can tie ropes but dont know squat about finding berries and such
    Survival 2: dont like - heally people dont neccessarily know how to find their way in the wilds just what certain plants do
    Know Nature: like - most medicine at this level is plant based, problem is in the ruling attribute though WIS instead of INT
    Perception 2: dont like - spot and listen are about noticing stuff - search is about connecting what you see together - I prefer perception 1
    Stealth 2: indifferent but prefer Stealth 1
    Acrobatics 1: indifferent but prefer acrobatics 2 as balance and tumble are both about your body's position whereas escape artist is about squeezing it
    Acrobatics 2: like - see above
    Animal Handling: dont like - riding is about your position on the animal whereas animal handling is about communication with it hence the CHA and DEX stats - and yes i know communication is involved in riding as well but most of what the actual skill deals with is staying on the horse when jumping and such, hence its more self positioning
    Deception: Dont like any of these - none of these skills have anything in common except use, it doesnt make sense for them to be together
    Persuasion: Like but not enough
    Negotiation: dito
    Socialise: i like it less than the previous 2 but dito nonetheless
    Linguistics: dont like - Forgery has to copying nuances of the hand and other such like artwork whereas decipher script is more solving puzzles
    Streetwise: dont like - you can be intimidating and have no idea who to talk to
    Thievery: HATE - they have nothing to do with each other other than the profession that uses them
    Infiltration: Indifferent - similar in use and skill but are they similar enough?
    Bluff: Like - Intimidation is more than simple threats and is closer to deception than diplomacy, its making your opponent think you can do things - even if you can its making them think it thats important

  4. - Top - End - #4
    Bugbear in the Playground
     
    Latronis's Avatar

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    Default Re: A Skills Discussion [3ed]

    Honestly I don't like any of them. When you really get down to it none of the mergers are that logical. It's better looked at as a convenience thing

  5. - Top - End - #5
    Bugbear in the Playground
     
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    Default Re: A Skills Discussion [3ed]

    This is what i'm using at the moment

    Acrobatics : Escape Artist + Tumble
    Animal Affinity : Handle Animal + Ride
    Appraise
    Athletics : Climb + Jump + Swim
    Autohypnosis
    Awareness : Listen + Search + Spot
    Bluff
    Concentration
    Craft
    Decipher Script
    Diplomacy : Diplomacy + Gather Information
    Disable Device : Disable Device + Open Lock
    Disguise
    Heal
    Intimidate
    Knowledge
    Legerdemain : Forgery + Slight of Hand
    Perform
    Profession
    Sense Motive
    Speak Language
    Stealth : Hide + Move Silently (Invisibility isnt an issue when spot and listen are combined in one aswell)
    Survival : Survival + Use Rope (Use rope isn't useful enough to stand alone)
    Thaumaturgy : Spellcraft + Psicraft + Scry
    Use Device : Use Psionic Device + Use Magic device
    Last edited by Latronis; 2010-01-06 at 09:28 AM.

  6. - Top - End - #6
    Ogre in the Playground
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    Default Re: A Skills Discussion [3ed]

    Crack open a copy of Fantasy Craft. They did a dramatic reworking/merging of skills along these lines just for starters...

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    Halfling in the Playground
     
    Thames's Avatar

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    Default Re: A Skills Discussion [3ed]

    Ok I have looked at fantasy craft though that doesnt seem to help much, just the some more ways of merging the skills with no explanation as to why it's better.

    I was wondering would it be advisable to have the skills grouped into normal and lesser skills. The skill list would stay the same and all classes would get the same amount of skill points but they could only be spent on the normal skills (spellcraft, spot) but you could exchange skill points for lesser skills points at an exchange of 1:2 to purchase ranks in the lesser skills (jump, climb, swim, balance, craft, profession)

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    Troll in the Playground
     
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    Default Re: A Skills Discussion [3ed]

    normal/lesser skills sounds a lot like class/crossclass skills, which is a mechanic I'd really like to avoid. I dn't mind having different caps depending on it being a class skill, but different costs is generally confusing for most players, and its hard to track down a miscalculation with such a system.

  9. - Top - End - #9
    Ogre in the Playground
     
    Demented's Avatar

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    Default Re: A Skills Discussion [3ed]

    1. State problems existing in the current system.

    2. State solutions that you think would solve these problems.

    3. State arguments for these solutions.

    4. State arguments against these solutions.

    5. State counter-arguments.

    6. State an implementation that answers as many as possible of the issues raised.

    Do that, in that exact order, and you'll find what you're looking for much sooner.
    Belkar's Bad to the Bone.
    Dispossible a fetter hein and bemay kine a sinder's tock.

  10. - Top - End - #10
    Halfling in the Playground
     
    Lizardfolk

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    Default Re: A Skills Discussion [3ed]

    I really don't like merging skills together, give me less oppertunities to make a special kind of character. And also to many off game commentaries from each player about what they feel like is better suiting for eachother. Not that A GM can't just over rule them, but the point is that none of them in my own way feel like they are similar enough to be merge.....

  11. - Top - End - #11
    Troll in the Playground
     
    Ashtagon's Avatar

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    Default Re: A Skills Discussion [3ed]

    I think a useful ting to do is distinguish between skills and tasks. Survival is a skill. Determing which direction is north is a task; finding food is a different task which under RAW is also governed by the Survival skill.

    I think some tasks could logically be governed by more than one skill, and teh character would use the most advantageous skill. 3e sort of tiptoed toward this, with the knowledge checks for knowing lore about certain prestige classes being determined by either Knowlkedge (X) or Knowledge (Y). But this could be made far broader. Tracking (if you have the feat, of course) could reasonably be governed by either Survival or Search.

    This idea isn't devloped yet, but I'd love for someone to run with it.

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