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5 years ago ::
Jan 09, 2008 - 3:25PM
#21
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Date Joined:
Jun 30, 2004
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I've worked on a skill system in 3.5e keeping the same skill points for each class as they are. The list is the following (in brackets which the new skills comprise of the old ones):
Acrobatics (Balance, Escape Artist, Tumble) Alchemy (Craft [alchemy]) Calligraphy (Decipher Script, Forgery) Climb (Climb) Concentration (Concentration) Deception (Bluff, Disguise) Diplomacy (Diplomacy) Disable Device (Disable Device) Fingerly [sorry, I'm Italian and I don't know how to translate "Manualità"] (Open Lock, Sleight of Hand, Use Ropes) Gather Information (Gather Information) Handle Animal (Handle Animal) Heal (Treat Injury) Intimidate (Intimidate) Jump (Jump) Knowledge (Appraise, Knowlegde [as the old individual knowledges]) Ride (Ride) Sense Motive (Sense Motive) Senses (Listen, Search, Spot) Speak Language (Speak Language) Spellcraft (Spellcraft, Use Magic Device) Stealth (Hide, Move Silently) Survival (Survival) Swim (Swim)
Craft, Profession and Perform are not presente, the first two for their uselessness, the second is now a special feature of the bard (the only class who added ranks in). I think the best way to describe manualita is probably the term sleight of hand. Sleight of hand generally implies some form of finesse with the hands.
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5 years ago ::
Jan 09, 2008 - 5:47PM
#22
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Date Joined:
Apr 24, 2004
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My personal guess is skills without combat use (Craft, Profession for the most part, etc) will be removed, and it will be a matter of simply putting in your background that you're a good swordsmith, or you used to be a sailor. Perhaps speak language will be on this list, but I'm not so sure about that one.
Concentration will likely be removed. It mostly served to allow for a possibility of failure when a wizard cast a spell, and now they have to roll like the fighter does. Its purpose doesn't exist anymore, and any scraps left over could simply be caster level checks (or the equivalent).
Other skills I see as being combined: -Athletics: jump, climb, swim. Regardless of real-world relation between these three, the fact is that they're all situational enough that none of them alone would be worth the skill point as much as one spent in a combined skill (stealth, acrobatics) -Acrobatics: Balance, tumble, (escape artist?). These two (or three) go together. I can't remember a character in my games who spent points on Balance without spending points in tumble, or vice versa. -Stealth: Hide, Move Silently. -Sleight of Hand: Sleight of Hand, Open Lock, Disable Device, (use rope?). Fine dexterity skills. -Perception: Spot, Listen, Search. Pretty much confirmed.
Knowledge and social skills: they could go several different ways here, so I'm going to leave this out for the time being.
Rhymes with Bruce
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5 years ago ::
Jan 09, 2008 - 6:04PM
#23
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The PHB is suppost to be set for Galleys. So, a set list of Skills must be arround someplace. :D
GAMMA WORLD Wuv D&D: Beyond the RPG - Transcript This is a complete transcript. http://community.wizards.com/go/thread/view/75882/22329697?sdb=1&pg=last#390668593
The audio file is in this News Archive http://www.wizards.com/DnD/Article.aspx?x=dnd/4news/DNDXP
2010 D&D Product Overview (47 minutes into the Audio) http://community.wizards.com/go/thread/view/75882/22329697?sdb=1&pg=last#390928045
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5 years ago ::
Jan 10, 2008 - 1:19AM
#24
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I think the best way to describe manualita is probably the term sleight of hand. Sleight of hand generally implies some form of finesse with the hands. Oh, you're right! Thanks, I didn't consider it!
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5 years ago ::
Jan 11, 2008 - 11:51AM
#25
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Date Joined:
Jun 30, 2004
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Well, here are some skills I know with absolute certainty will be showing up in the new edition.
1) Acrobatics: This skill is a combination of balance and tumble, but not escape artist (which really isn't about acrobatics). Part of escape artist is subsumed into sleight of hand, while the combat portion is now just grappling rules (although sleight of hand would probably give a bonus to opposed grapple checks).
2) Stealth: Combination hide and move silently.
3) Sleight of Hand: Has all the same uses from the old skill, plus it includes escape artist (the ability to escape bonds, handcuffs, etc), and use rope for purposes of tieing someone up really really well. Open locks is not part of this skill, instead becoming part of the mechanics skill. The escape artist function of Sleight of Hand only applies to passive bonds and situations, not against opponents actively trying to maintain a grapple. You could use this to escape out from under a pile of quarterbacks (um... orcs in full plate of course), but you couldn't use this to escape from a person trying to wrestle you to the ground, since he can actively oppose your movements. It does grant a bonus on opposed grapple checks, however, and size does matter in a grapple.
4) Mechanics: This skill includes crafting of gear and pully devices, traps, and opening locks. While some will argue that opening locks requires a certain finesse, a person will never be able to open a lock without first understanding how the locking mechanism works. Sleight of hand would possibly give a +2 bonus for purposes of opening locks, but without this skill it would be virtually impossible for a thief to understand how the lock works.
5) Arcana: Combination of the old Knowledge: Arcana skill with Spellcraft and Use Magic Device. All three skills were logically part of the same thing, which is understanding how magic functions. In its simplest form, it allows a person to understand what all the gibberish on that roll of parchment is, and in its more complex form it allows a person to incant the right words or perform the right actions to activate a magical device.
I'm also fairly certain we'll still see climb, jump, and swim as seperate skills. The craft skills would still be present, although craft: trapmaking is now part of the mechanics skill.
Use rope is gone. Most adventurers are assumed to be able to tie a basic knot. Also, certain professions automatically include variants of use rope. A sailor, for example, knows how to make really sturdy knots and loops for various purposes on ship. Similarly, an executioner who regularly hangs people probably knows a thing or two about nooses. The sleight of hand skill allows for a special exception, and that is turning that 50 feet or so of silk rope into a viable straight jacket.
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5 years ago ::
Jan 11, 2008 - 11:44PM
#26
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Date Joined:
Dec 16, 2007
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here is mine, and probably subject to more change/collapsing (i.e. the spellcraft into arcana sounds reasonable to me)
Skill Name Prime Stat Old Skill/s Assess WIS Appraise & Sense motive Agility* DEX Balance & tumble Athleticism** STR Climb, jump & swim Burglary DEX Disable device & open locks Concentrate CON Craft_______ INT Decryption INT Decipher script & forgery Disguise CHA Escape* DEX Guile CHA Bluff & intimidate Handle Animal CHA Heal WIS Knowledge; INT Magecraft INT Spellcraft & psicraft Perform_____ CHA Politics (subterfuge?) CHA Gather info & diplomacy Profession___ WIS Ride DEX Sleight of Hand* DEX Status WIS Listen, search & spot Stealth* DEX Hide & move silent Survival WIS Use Device CHA Use magic & use psionic Use Item DEX Use rope and other
Skill Feats: Acrobatic +2 agility +2 athleticism Agile +2 agility +2 escape Alertness +4 status Animal affinity +2 handle animal +2 ride Athletic +4 athleticism Deceitful +2 disguise +2 decryption Diligent +2 assess +2 decryption Deft hands +2 sleight of hand +2 use item Investigator +2 politics +2 status Magical aptitude +2 magecraft +2 use device Negotiator +2 assess +2 politics Nimble fingers +4 burglary Persuasive +4 guile Self sufficient +2 heal +2 survival Stealthy +4 stealth Skill focus +3 selected skill Elf: alertness ½ Elf: investigator Dwarf: Diligent replacing the racial mods
i know some are a bit of a stretch (assess mostly) but there are multiple examples of quite diverse uses of the same skill already i like and use craft and profession quite a bit for storyline enhancement
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5 years ago ::
Jan 22, 2008 - 1:31PM
#27
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- Forum Guide
- Hero Craftsman Gold Medalist
- Master Dungeon Master
Date Joined:
Jun 23, 2005
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Here's my speculation (skills in boldface are one's I imagine will be there):
Arcana (Arc) (Kn-Arcane, Spellcraft) Acrobatics (Acr) (Balance, Climb, Escape Artist, Jump, Tumble, Swim) Bluff (Blf) (Bluff, Disguise) Diplomacy (Dpl) (Diplomacy, Kn-Nob'ty&Roy'ty) Dungeoneering (Dng) (Kn-Dungeoneering) History (Hst) (Kn-Geography, Kn-History) Husbandry (Hsb) (Animal Handling, Ride) Insight (Ins) (Appraise, Sense Motive) Intimidation (Inm) (Intimidate) Language (Lng) (Speak Language) Mechanics (Mch) (Disable Device, Kn-Arch&Eng'g, Open Locks, Use Rope) Nature (Nat) (Heal, Kn-Nature, Survival) Perception (Per) (Listen, Search, Spot) Religion (Rlg) (Kn-Planes, Kn-Religion) Streetwise (Sws) (Gather Info, Kn-Local) Thievery (Thv) (Decipher Script, Forgery, Hide, Move Silently, Sleight of Hand)
I don't think there will be any money-making skills (Craft, Perform or Profession). I also think Concentration and Use Magic Device have gone the way of the dodo. I think all of that's just going to be background fluff.
That makes sixteen skills, whereas 3rd had nearly 60 (counting each Craft, Knowledge, and Perform separately).
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5 years ago ::
Jan 22, 2008 - 6:47PM
#28
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Date Joined:
Jun 30, 2004
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Does anyone know if the craft skill is gone for certain?
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5 years ago ::
Jan 24, 2008 - 1:13PM
#29
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At this point I've decided to use in my 3.75 game a skill for each power source. Use Magic Device will be a part of each of these skills. So a rogue wants to use an arcane wand then learn the skill Arcane.
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5 years ago ::
Jan 24, 2008 - 1:34PM
#30
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Does anyone know if the craft skill is gone for certain? Not for certain, though I could see it folded into a skill like Mechanics, along with Disable Device and Open Lock.
Another day, another three or four entries to my Ignore List.
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