What about feat-gating untrained skill use? (lore, craft, etc.)


Skills, Feats, Equipment & Spells


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So it seems that allowing untrained use of certain skills creates all kind of weird in-world side effects... (Anyone can Repair anything. Everyone Knows everything.)

I get untrained attempts at physical activities. (Anyone can try to Balance.) But it gets weird with specialized skills.

So what about taking away untrained use of those skills and gating broad-spectrum actions like Repair and Recall Knowledge behind general feats?

For example...

Handy: You can use an artisan kit and attempt to repair items as an untrained activity. The usual untrained penalties apply.

Know-it-all: You can attempt Recall Knowledge actions for untrained Lore skills. The usual untrained penalties apply.

At least that way it's a character design choice. "I want to play a handy/know-it-all character." Rather than some random default ability of everyone in the world.

Edit: And that also rebalances/grounds the whole +1/level thing... My handy character gets more handy... My know-it-all gets more know-it-all-y...


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I just went through the Skill chapter again, and I think this will work really well. You just have to bump some of the untrained activities into trained. Add a few feats to allow untrained use of certain things (for characters who specifically CHOOSE to be Handy/Know-it-Alls). And require Craft and Perform have a type, just like Lore/1E. (That way you can't play EVERY instrument in the world, or craft EVERY item ever.)

It also lets you tailor to your setting. (For example, my campaign is an urban monotheistic setting. So I'll allow untrained Recall Knowledge for Religion, but not Nature.)

It seems like Paizo is going for something a little more gonzo. But for those looking for a bit more verisimilitude... this is looking like a solid fix!

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