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4 months ago  ::  Jan 27, 2013 - 12:50AM #21
Landale3
Date Joined: Feb 26, 2010
Posts: 110

Jan 26, 2013 -- 9:15AM, Shiroiken wrote:


Agreed. Perception as a single skill is too much, but I don't like it broken down into 3 skills either (I would combine Spot and Search). I worry with Stealth, but I think that is only used often because it is a player driven skill, as opposed to most skills that are DM driven. The skills that are too narrow should be folded into other skills so that they can occur more often.




I don't like some of their current skill selections because they don't really consider the opposing skill.  Use Rope and Escape Artist are great examples of opposing skills.  It's even ok to have some skills that only serve to oppose themselves - like in 3.5, the Forgery skill was opposed by itself, with the idea being if you could make a forgery then you could detect a forgery and vice versa.  However, in the current packet Spot and Listen vs. Stealth is my biggest pet peeve.  Spot and Listen should be in the same skill, or Stealth should be separated out to Hide and Move Silently to allow for the symmetry of skills.

The reason I have trouble with the current setup is what I've dubbed the "double Perception phenomenon."  If I Stealth, I am both moving silently and hiding.  Darting from cover to cover, trying to stay out of sight.  So, let's say I'm tailing someone.  I would roll my Stealth once as a total measure of my ability to remain undetected for a period of time.  The target would then get to roll both Spot and Listen, essentially giving them two different chances to notice me within a single Stealth check.

If I were to group two skills, then I think Spot and Listen should be folded into a Perception skill - Search can remain separate (otherwise it would be way too powerful, IMO).  This way, you only roll once to both hear, see, or smell a potential threat or to notice things from a distance, but without the close-up details that Search offers (the difference between "coarse" and "fine" granularity for using your senses).

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4 months ago  ::  Jan 27, 2013 - 11:39PM #22
Keendk
Date Joined: Apr 12, 2010
Posts: 349
"The reason I have trouble with the current setup is what I've dubbed the "double Perception phenomenon."  If I Stealth, I am both moving silently and hiding.  Darting from cover to cover, trying to stay out of sight.  So, let's say I'm tailing someone.  I would roll my Stealth once as a total measure of my ability to remain undetected for a period of time.  The target would then get to roll both Spot and Listen, essentially giving them two different chances to notice me within a single Stealth check."

 You would not as you dont roll skill checks any more. You roll a Dex check that the oponent counters with a wisdom check, either party can then pick a skill if they have one that is suitable to roll on top of that roll. This means that a target with both listen and spot would ever only get to roll one of them.

 So I agree with you that Listen and Spot should be one skill, as I see it as a waste if for some reason the player has chosen both but can ever only use one of them. BUT what happens if you only have 1 skill for both and someone deafens or blinds you? Do you still get to use the combined skill? And if so the condition is completely useless.
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4 months ago  ::  Jan 28, 2013 - 12:51AM #23
Lord_Kyrion
Date Joined: Nov 21, 2012
Posts: 715

Jan 27, 2013 -- 11:39PM, Keendk wrote:


 So I agree with you that Listen and Spot should be one skill, as I see it as a waste if for some reason the player has chosen both but can ever only use one of them. BUT what happens if you only have 1 skill for both and someone deafens or blinds you? Do you still get to use the combined skill? And if so the condition is completely useless.




That is why they need to be two separate skills.

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4 months ago  ::  Jan 28, 2013 - 11:36AM #24
captpike
Date Joined: Aug 1, 2010
Posts: 797

Jan 28, 2013 -- 12:51AM, Lord_Kyrion wrote:

Jan 27, 2013 -- 11:39PM, Keendk wrote:


 So I agree with you that Listen and Spot should be one skill, as I see it as a waste if for some reason the player has chosen both but can ever only use one of them. BUT what happens if you only have 1 skill for both and someone deafens or blinds you? Do you still get to use the combined skill? And if so the condition is completely useless.




That is why they need to be two separate skills.




or you make blind give a penalty, or make simply say that when your are blinded you can only make non-sight based checks


Insulting someones grammar on a forum is like losing to someone in a drag race and saying they were cheating by having racing stripes.

Not only do the two things not relate to each other (the logic behind the person's position, and their grammar) but you sound like an idiot for saying it (and you should, because its really stupid )
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4 months ago  ::  Jan 28, 2013 - 11:49AM #25
mvincent
Date Joined: Jun 15, 2004
Posts: 8,276

Jan 25, 2013 -- 9:23AM, ZsuEtAm wrote:

many of them seem to fulfill pretty much the same roles


Exactly! I'm surprised this wasn't weeded out in the earlier playtesting. As much as I loved 3.5e, it had superfluous, overlapping skills that 4e weeded out.

How'd we go backwards without anyone mentioning it? Is there an earlier thread I missed?

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4 months ago  ::  Jan 28, 2013 - 11:57AM #26
mvincent
Date Joined: Jun 15, 2004
Posts: 8,276

Jan 25, 2013 -- 11:20AM, Veggie-sama wrote:

My ideal skill list, aiming for the the conciseness of 4E with the breadth of 3E (new, unchanged, removed):
Acrobatics
Athletics
Balance (now Acrobatics)
Bluff
Climb (now Athletics)
Disable Device
Disguise (fits under either Bluff or Perform)
Drive (renamed Pilot)
Escape Artist (now Acrobatics)
Gather Rumors (possibly renamed Streetwise)
Handle Animal (absorbs Ride)
Heal
Intimidate
Knowledge
-- Arcana
-- Dungeoneering
-- Folklore (fits under History)
-- Forbidden Lore (fits under Arcana & Religion)
-- Heraldry (fits under History)
-- History
-- Nature
-- Religion
-- Sciences
-- Warfare (fits under History)
Listen (now Perception)
Perception (absorbs Spot & Listen)
Perform
Persuade
Pilot (Air, Land, Sea)
Profession (...)
Ride
Search
Sense Motive (possibly renamed Insight)
Sleight of Hand
Sneak
Spot (now Perception)
Survival (fits under K(Nature))
Swim (now Athletics)
Track (fits under Search and K(Nature))
Tumble (now Acrobatics)
Use Rope (fits under Sleight of Hand, various professions, etc.)

Cleaned up:
Acrobatics
Athletics
Bluff
Disable Device
Handle Animal
Heal
Intimidate
Insight
Knowledge (Arcana, Dungeoneering, History, Nature, Religion, Sciences)
Perception
Perform
Persuade
Pilot (Air, Land, Sea)
Profession (...)
Search
Sleight of Hand
Sneak
Streetwise


I agree completely (except for warfare knowledge).

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4 months ago  ::  Jan 28, 2013 - 5:19PM #27
Landale3
Date Joined: Feb 26, 2010
Posts: 110

Jan 28, 2013 -- 12:51AM, Lord_Kyrion wrote:

Jan 27, 2013 -- 11:39PM, Keendk wrote:


 So I agree with you that Listen and Spot should be one skill, as I see it as a waste if for some reason the player has chosen both but can ever only use one of them. BUT what happens if you only have 1 skill for both and someone deafens or blinds you? Do you still get to use the combined skill? And if so the condition is completely useless.




That is why they need to be two separate skills.




The problem is the penalties will still exist.  Even if you are able to detect a creature with your other senses, you would still suffer massive penalties, especially if you're blinded.  More to the point, under Noticing or Finding a Hidden Creature, it says that the Wisdom check uses a mix of both looking and listening, not either or.

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4 months ago  ::  Jan 28, 2013 - 5:29PM #28
The_TROLL
Date Joined: Sep 17, 2009
Posts: 1,029

Jan 25, 2013 -- 8:18PM, FallingIcicle wrote:


Maybe my character is a desert nomad who can run for hours without tiring and is great at climbing rocks but has never gone swimming in his whole life. Having a general skill like "athletics" prevents me from making such a character.



No it doesn't.
Just make a note on your sheet that your PC can't swim.
Then you can use Athletics for everything but swimming, which you have no chance at.

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4 months ago  ::  Jan 28, 2013 - 11:05PM #29
Lord_Kyrion
Date Joined: Nov 21, 2012
Posts: 715

Jan 28, 2013 -- 5:29PM, The_TROLL wrote:

Jan 25, 2013 -- 8:18PM, FallingIcicle wrote:


Maybe my character is a desert nomad who can run for hours without tiring and is great at climbing rocks but has never gone swimming in his whole life. Having a general skill like "athletics" prevents me from making such a character.



No it doesn't.
Just make a note on your sheet that your PC can't swim.
Then you can use Athletics for everything but swimming, which you have no chance at.




What if I wanted a character that occasionally climbed mountains in his youth and knows how to do it, but spent most of his time swimming and is excellent at it?

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4 months ago  ::  Jan 29, 2013 - 12:35AM #30
Landale3
Date Joined: Feb 26, 2010
Posts: 110
I think the point The_TROLL was trying to make is that having a skill with several uses doesn't preclude your ability to limit their use and play the character however you wish based on your backstory. 

For your example, you could lower the skill die type for climb checks (minimum 1d4-2) and raise the skill die type for swim checks (maximum 2d6).
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