Vinroot the Drunken Treant

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So, i was browsing through forums and came to see the same thing that was bugging me about skills lately.

Some of them are worthless. Although i like roleplaying and i always run games based on in instead of combat oriented ones, i have found out that some skills exist only for rare and specific situations.

I find it ridiculus to see wizards who have points to spare for swim and climb, while fighters "cannot actually swim".

So, i ended up to these:

- Swim + Fly + Climb = Athletics

Why: Swim is really situational and heavily depends on whether the campaign is based on a world with lots of water and adventures near water or not.

Climb i find really situational too. Mostly useful for world of low magic, where you can't have fly as 3rd level spell and feather fall as 1st.

Now Fly, this is a skill i never understood it's existance. Unless you are playing in a really high magic world, where you can be a winged creature or have 30 wands of fly with you i see no purpose for it.

- Handle Animal + Ride = Handling

Why: They are both identical and none is worth if the DM is not adding a lot of animals that are not "for xp". And, seriously, unless you have a special mount, riding a default horse with, like, 10-20 hp is two arrow shots worth and you go flying.

- Also i personally prefer to roleplay how players try to convince pcs and such so i will add:

Intimidate + Sense Motive + Diplomacy + Bluff = Psychology

Why: I primarily use those for their basic non-rp uses (like diplomacy for fast-talk, bluff for feint, etc.).

- How i use them: Putting a rank in one of these is like putting a rank in the whole group, though you use each individual's modifier and wheter it's a class skill, you got a skill forcus on it, etc.

Excuse me for the long post but i would really like some opinions on these.