First, Focus as a skill.... would only be appropriate in those campaigns that would use Focus for that reason, should be relegated to a campaign optional skill.
Pilot could be split into three: Drive, Pilot and Ride. Drive for land/earthbound vehicles, and Pilot for air/space vehicles and Ride for animals.
Add Blend skill, which is your passive attempts at blending into crowds and things like that. Includes Stealth.
Rename Stealth skill Sneak, which is your active attempts at sneaking past things, like guard posts and what not.
Computers another campaign specific skill, should be relegated to optional skill.
Rename Persuasion --> Impress (includes Influencing and Persuading of others, Commanding others and Seduction skill uses).
Add Investigation skill (includes uses like Canvass, Decipher and Identifying things and doing Research).
Add Thievery skill and have it be the physical actions (pick pocket, pick locks, disable devices, etc).
Toss Bureaucracy as a class skill and come up with something I can pronounce instead. This skill name is dumb. So many other names can be used that makes it easier to understand and grasp. Maybe Administration or Business Savvy.
Was thinking add Performer as a skill, but then realized that it could make a better feat actually and combine Performance/Style Feats with different skills for unique skill uses.
Add Crafting as a skill.
Add Navigation as a skill.
fodigg wrote:I like small skill lists. Especially considering that different setting modules will be adding genre-specific skills. Starting from the one given in the OP:
- Brawling (unarmed & simple; implemented with penalty)
- Clubbing (heavy blades and other heavy melee: axes, maces, hammers)
- Fencing (light blades and other light melee)
- Flailing (anything with a chain, includes whips)
- Spearing (anything two-handed with reach: halberds, spears, and claymores)
Wish I had better terms for heavy melee weapons ("clubbing"), chained weapons ("flailing"), and pole weapons ("spearing"). Not too many verbs for those. Any number of synonyms for "fighting" could be applied there as long as it was consistent.
Setting-specific skills might be skills not covered above (e.g., "Roping", "Prayer", "Yo-mama-jokes") or might replace skills with multiple variations for added granularity (e.g., "Gunplay" becomes "Pistolry", "Riflery", and "BFGery", "Technology" becomes "Mechanics", "Computers", "Chemistry", "Steering" becomes "Drive", "Ride", and "Pilot"). They would also cover any exotic weapons the setting includes (e.g., "Lightsabers", "Explosives", "Blasters", "Sharks"). Finally, if there's an action too important to the setting to be assigned to other skills, even if it makes sense (e.g., "Remote-pilot", "Shape-shift", "Telekinesis", "Mounted-Combat").
As for where I cut things, it was usually to consolidate it with similar skills. Some things were assumed to be covered by the "Knowledge" and "Intuition" skills as situation warrants (e.g., "Bureaucracy", "Tactics") or were assumed to be covered by other mechanics than skills (e.g., "Linguistics").
bone_naga wrote:Focus I'm not quite sure what it's supposed to do. I don't really like the way concentration was implemented as it just became a skill tax for casters. I'm not familiar enough with SWSE to comment on Force Use.
fodigg wrote:Hmm. I do like the thievery skill even though I didn't include it. Maybe I should have.bone_naga wrote:Focus I'm not quite sure what it's supposed to do. I don't really like the way concentration was implemented as it just became a skill tax for casters. I'm not familiar enough with SWSE to comment on Force Use.
The cool twist in SWSE was that force users could take feats that let them substitute "force use" checks for other skill checks, making them more rounded for skill checks.
Stacie_GmrGrl wrote:About Lore skills -
Lore Skills could be a third category of skills. Sure they are non-combat skills, but they are their own category of skills as well, and I've played in enough D&D/d20 games in the last ten years that most people will never spend points in Knowledge or performance skills unless it was a prerequisite for a Prestige class, and even then the Gamemaster hardly ever called for those rolls. That's been my experience anyways.
So, Have combat skills, and non combat skills, then have Lore Skills. Lore Skills could be a skill category that is based on a characters Intelligence modifier. I'm thinking that everybody would get Racial Lore and an Area Lore based on Race/Upbringing, another Lore skill with the Occupation/Background choice, and then get a number of additional Lore skills based on your Intelligence modifier plus a Common Lore Skill when they pick their level one class.
Everybody knows something, every single character should have skills like these, if you really think about it, and yet they are never, ever really picked. Using this idea, every character would end up with Lore skills.
Different kinds of Lore Skills:
Area Lore - pick a specific region, city, town, nation, country.
Racial Lore - pick a race or species
Forbidden Lore - secret information on religions, race, organizations, etc...the stuff they'd kill you over for knowing.
Scholastic Lore - probably mesh with Science Lore
Tech Lore - computers, electronics, machines of some kinds, etc.
Common Lore - those things that most people should know about a broad range of things.
Other Lore - for anything else that might be trivial and yet flesh out the character.
Linguistics - put Language speaking ability with these and not with the other noncombat skills.
Some of these probably overlap, but I'm just thinking of different things that could be in a setting. Give the GM some guidelines or advice on how to customize these for their settings, or better yet, let the player define them as they pick them.
The rest of my skill suggestions above, well, I'm not totally tied to But this one I am more tied to. Lore skills should be its own category, this way they are not confused with Non-combat skills. And, tying these particular skills, and not the others, would really embrace the notion that Intelligence is the knowledge/lore based stat, and people with a higher intelligence would have more lore about different things.
The above categories are for thinking and example purposes only, but this could be a great way to flesh out characters without taking away skill trainings from the more favored skill categories, which players will do if they can choose between them.
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