The Great Potato
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You get so few Expert, Master, and Legendary skill increases, that I would put it on the player to know what their skill increases give them. The grapple example also makes perfect sense: improving your strength enough to pick someone up and pin them should (in a fantasy world at least) make you better at climbing as well. Heck, maybe you got into grappling shape by climbing a mountain.
The Great Potato wrote:Now, that Athletics example is a perfect example of an "impossible ability" like Cat Fall. I think getting all four abilities would be a worthy skill feat.Well, it's Acrobatics that provides that. The only impossible feats Athletics seems to give is that Wall Jumping one. Cool, but not as cool as surviving any fall.
Er, I should have said your Athletics example, the one where you combined the four Climb feats. And I'd say three of those four things are both very cool and also very impossible: climbing at your full movement speed with one hand and while fighting? Easily as cool as Cat Fall and probably better in a mechanical sense.
If we were just talking about increases to climb, then I'd agree about keeping track of your own abilities. There are plenty of places in the game where its reasonable to expect players to know their stuff. But climb is a single use of one of sixteen skills. If each of them had more than one use and each use has 3-4 passive benefits due to increased skill...that's ~96 separate rules to keep track which depending solely on skill level. (16 skills * assuming an average of 2 uses per skill * 3 passive increases, assuming Trained doesn't give you anything).
I'm speaking more for the GM's benefit here, but players seem to get somewhere between 15 and 25 skill increases, so that's still a solid number niche of rules that can be easily forgotten in the heat of combat.
I think we just fundamentally disagree with what a skill increase means to us. I believe being better at a skill should make it easier to accomplish tasks using that skill and that's really it. Skill feats are where you learn to accomplish those tasks with syle. Remember, each player gets a minimum of ten skill feats, which is a lot compared to PF1.
Speaking of PF1, first edition didn't give us many of these recommendations. If you could, would you also want them added there? Are you satisfied that skill differentiation in PF1 was primarily numerical?
Assurance is another good example of a "passive" benefit, as all the player would say is "Since I'm expert, I take 15 on this check instead of rolling." and the GM doesn't have to take issue with that.
I really like this idea! If everyone got increasing levels of Assurance as they increased rank, that would be a tangible benefit that would be consistent across all skills. On top of it all, it would protect players from nat 1's on checks they know are trivial.
