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Switch to Forum Live View Skills that should die in 4e
6 years ago  ::  Sep 16, 2007 - 5:23AM #11
OleOneEye
Date Joined: Nov 17, 2003
Posts: 1,993
I would like to see it broken down as (borrowed heavily from Saga):

Acrobatics (combines Balance & Tumble)
Athletics (combines Climb, Jump, & Swim)
Bluff (combines Bluff, Disguise, & Forgery)
Craft (various ones, but not nearly as many)
Diplomacy (combines Diplomacy & Gather Info)
Disable Device (combines Disable Device & Open Lock)
Endurance
Heal
Initiative
Knowledge (various ones, but not nearly as many)
Perception (combines Listen, Search, & Spot)
Spellcraft (combines Concentration, Spellcraft, & caster level checks)
Stealth (combines Hide & Move Silent)
Survival

Conspicuously absent is Ride, as it is not quite as powerful as the other skills listed. Player choice on using Acrobatics or Survival for Ride checks.
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6 years ago  ::  Sep 16, 2007 - 6:11AM #12
Otto_the_Bugbear
Date Joined: Jan 22, 2002
Posts: 839
Appraise perhaps move into knowledge, or make it more useful (like bardic knowledge useful or identify useful).
Forgery is nothing more than Crafting a forged document.
Profession needs to be dropped or radically altered. (dropped)
Craft needs to be dropped or radically altered. (altered)
Spot and Listen merged to Perception (allows for more types of perception than just sight and hearing)
Tumble and Balance merged to Acrobatics
Jump stand alone \
Climb stand alone -> These three Str skills never made sense to include with the Dex skills
Swim stand alone /
Hide and Move Silently I don't really care about one way or another.
Open Lock is a sub-set of Disable Device (though retain the old DCs)
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6 years ago  ::  Sep 16, 2007 - 8:36AM #13
mkill
Date Joined: Oct 10, 2006
Posts: 958

Malraux wrote:

All knowledge skills should have a monster info associated with it. There shouldn't be any knowledges that don't get a good use.


D&D is more than killing monsters (in most groups). Sometimes, PCs and players have to solve mysteries, find a murderer, make political decisions, analyze an artifact, locate an ancient ruin, remember who's the king of the country they're in ...

There are many more uses for Knowledge than just "how do I kill this". Don't reduce a complex game to just one element.

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6 years ago  ::  Sep 16, 2007 - 8:48AM #14
mkill
Date Joined: Oct 10, 2006
Posts: 958
Tumble: just by itself might be weaker in 4th ed because there are no AOOs for moving anymore, so it should be okay to fold Balance and Escape Artist into it.

Sense Motive: I like that skill and I would prefer if it stays. There could be some talents based on it, such as countering Enchantment spells and Illusions.

Sleight of Hand: Another skill I'd like to keep. It should cover all kinds of mundane magic tricks. There could also be a talent for spellcasters based on it, which is used to hide somatic spell components. Another talent for rogues should allow to draw a weapon with it and sneak attack (like the old Flick of the Wrist feat)

Appraise: This should be a more general skill called Trade which allows you to get a better price for stuff. Also, you should be able to guess the effects of magic items with it, like Identify.

Concentration: Should stay. There should be a way to regain power (spells, maneuvers, psi points) by meditating and making a Concentration check.

Jump: Remove. The distance you can jump should depend on a Tumble check and your Str bonus. The formula for that should be as easy as possible.
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6 years ago  ::  Sep 16, 2007 - 11:27AM #15
JosephKell
Date Joined: Aug 4, 2002
Posts: 2,339

SavageCheater wrote:

Lastly Use Magic Devise in its current form has got to go. UMD isn't a skill its a class feature. I mean you can build a character that is utter crap but give him max ranks of UMD and he can still do some cheating things. Not to mention that with just a few feats and a lot of gold you can make some truely broken wand users that have zero magical training. Nope, as much as I love the skill, at least in its current form, its gotta go.


I agree UMD has to change, but for different reasons. Mostly my opinion stems from the though, "Why can only someone that is trained in UMD blow themselves up by accident?"

There there is the ability to fool magic items. "What do you mean I'm not an X, I totally am an X *rolls a d20* See? 100% X." Item restrictions rarely balance an item. Typically it just lets people munchkin it up.

I would rather UMD be made something else (not sure how) and let everyone try it. Then we can all have things blow up in our faces!

My initial thoughts on how to work it would be some sort of attitude scheme. But maybe call it "Familiarity" (intelligent magic items would have both Familiarity and Attitude scores). The first time you pick up a magic item it should be a mystery to activate it (unless it telepathically communicates the activation method). But let's suppose a person has an Eternal Wand of X, after getting it to work a half dozen times, I think the person has gotten it down.

Or, to use a personal example from AD&D days (oh the pain!), there was a magic door that only opened (actually I think it was an illusionary terrain with a moody wall of force :P ) when a person correctly said a semi-popular phrase ("OWA TAGOO SIAM") correctly ("Oh wait a goose I am"). The first two people that got it weren't able to communicate the solution before being pulled through. But by the third time a person got it, the 8 of us figured out what was going on.

Again this is just another example of "We've done it a few times now, so unless it is some heroic event, why waste time making us go through the motions?"

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6 years ago  ::  Sep 16, 2007 - 1:09PM #16
Tecrogue
Date Joined: Apr 13, 2006
Posts: 2
I keep hearing people say that 4th ed should combine listen and spot, but from a character point of view it's completely stupid.

The 2 skills are used for completely different things. Listen is used for those things that you cannot see, like trying to discover what is behind a door without opening it, or hearing an army march on the other side of a hill before you see them come over.

Spot on the other hand is used for seeing those things that are in the corner of your eye, catching the movement of a hidden foe, noticing in the heat of battle that the opponent you are fighting has the holy symbol of your god etc.

Having these two skills separate adds depth to characters, makes the game more interesting and helps keep the group together as a team.

Also if these are combined, how would a character who isn't very observant of their surroundings but who had great hearing be constructed in the system? Would the player have to give himself a penalty to some uses of their 'perception' skill?

The other suggestions that have been given so far I'm all for, but that one I just think would be a terrible idea.
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6 years ago  ::  Sep 16, 2007 - 1:17PM #17
Passivearmada
Date Joined: Jun 14, 2007
Posts: 49
I think that for the... uh, whatchamacallit, in which if you have five or more ranks in one skill, you get a plus 2 modifier on this other skill? Anyways, if they make Knowledge (mechanics) a skill, then you should get bonuses on Open Lock/Disable Device skill. I hope they only have like 10-15 different skills, but you'd get less skill points at each level. It works out in the end.
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6 years ago  ::  Sep 16, 2007 - 3:06PM #18
Netherek
Date Joined: Aug 31, 2004
Posts: 299

Tecrogue wrote:

I keep hearing people say that 4th ed should combine listen and spot, but from a character point of view it's completely stupid.

The 2 skills are used for completely different things. Listen is used for those things that you cannot see, like trying to discover what is behind a door without opening it, or hearing an army march on the other side of a hill before you see them come over.

Spot on the other hand is used for seeing those things that are in the corner of your eye, catching the movement of a hidden foe, noticing in the heat of battle that the opponent you are fighting has the holy symbol of your god etc.

Having these two skills separate adds depth to characters, makes the game more interesting and helps keep the group together as a team.

Also if these are combined, how would a character who isn't very observant of their surroundings but who had great hearing be constructed in the system? Would the player have to give himself a penalty to some uses of their 'perception' skill?

The other suggestions that have been given so far I'm all for, but that one I just think would be a terrible idea.


Well, it's simple really. If you think about it from an abstract perspective. 3.e seperates Hide and MS, so you then need two seperate means of detection. Even still as you said you might be good at one and not the other, it doesn't matter as you will roll to spot the hidden threat and if the fails roll to hear the threat. Which ever one is you optimum is the one most likely to detect making the other irrelevant in most situations. Especially since those that focus on stealth usually have equal values to Hide and MS.

The 3.e therefore almost always needs two opposed rolls to detect the hidden threat. Now if you roll Hide/MS into stealth (which is the goal, to avoid detection) what difference does having specific Spot/Listen skills make? Not much really, except from an RP perspective. Having Perception is optimal as most of perception is noticing details in the background, not actual eyesight or hearing, of which Listen/Spot do not represent contrary to Skill Point proponents. They represent exactly what Perception does but breaks it down into a tedious format.

If you what a character that has problems hearing, or seeing, then use the backgrounds format out UA, and apply it as modifiers to specific perception rolls that depend on one of the affected senses.

Top it off, Perception has the added bonus of including taste, touch, and smell. That can be used to notice poisons, or tiny creatures crawling on you with stealth, etc. etc.

In the end, Perception and Stealth reduce the rolls needed to play, and speed those parts of the encounter up. It's more versatile, and provides added options. All of which is a bonus, and in my opinion a must for 4e.

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6 years ago  ::  Sep 16, 2007 - 3:11PM #19
cerberuspuppy
Date Joined: Jan 5, 2005
Posts: 521
I can never spare the points for Balance, even if I do have it as a class skill. And then my character slips and falls into a pit. Please fold Balance into something more useful. I don't really see any reason for it to be separate from Tumble anyway. I'd like to see all of that stuff in one skill, "Athletics", but if they want to keep the Str based ones and the Dex based ones separate, how about:

Athletics= Climb, Jump, Swim
Agility= Balance, Escape Artist, Tumble

I can also see Open Lock and Disable Device as combined.

I like what's been done in SAGA with combining skills, but I'm not all of the way through the book yet.
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6 years ago  ::  Sep 16, 2007 - 4:17PM #20
Passivearmada
Date Joined: Jun 14, 2007
Posts: 49

Passivearmada wrote:

I think that for the... uh, whatchamacallit, in which if you have five or more ranks in one skill, you get a plus 2 modifier on this other skill? Anyways, if they make Knowledge (mechanics) a skill, then you should get bonuses on Open Lock/Disable Device skill. I hope they only have like 10-15 different skills, but you'd get less skill points at each level. It works out in the end.


Synergy!

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