
fgsl |
I loved the new skill system. Really simplified and made more skills useful.
I think the synergies between skills should be exploited.
Knowledge Arcana and Spellcraft?
Knowledge Religion and Channel Energy?
Acrobatics and Escape Artist?
Stealth and Sleight of Hand?
Sense Motive and Diplomacy?
I don't know... maybe every 5 ranks in one skill gives you a +1 bonus on the other?

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I loved the new skill system. Really simplified and made more skills useful.
I think the synergies between skills should be exploited.
Knowledge Arcana and Spellcraft?
Knowledge Religion and Channel Energy?
Acrobatics and Escape Artist?
Stealth and Sleight of Hand?
Sense Motive and Diplomacy?
I don't know... maybe every 5 ranks in one skill gives you a +1 bonus on the other?
I was wondering about things like this. What about a +1 per every 5?

fgsl |
I was wondering about things like this. What about a +1 per every 5?
That's what I was tinkering... the +2/5 ranks is too static.
I think it should always be reciprocate: Diplomacy gives Sense Motive and vice versa, and that every skill should have a reciprocate, even if it's a specific craft, profession or knowledge.Something like: Craft trap making and Disable Device.

Slime |

Crimson Jester wrote:
I was wondering about things like this. What about a +1 per every 5?That's what I was tinkering... the +2/5 ranks is too static.
I think it should always be reciprocate: Diplomacy gives Sense Motive and vice versa, and that every skill should have a reciprocate, even if it's a specific craft, profession or knowledge.Something like: Craft trap making and Disable Device.
I like this idea but I think I might use this exclusively for appropriate Knowledges, Professions, Crafts and/or Perfom they would get a bit more interest this way. Each category could stack seperatly.
Most other skills have already been combined (or buffed) and are very solid as they are without synergy, IMO.

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I can't recall who suggested it first, but I'm using the "Aid Another"-syngergy which allows PCs to suggest which of their skills (max. two) would give synergy bonuses for each skill check. For example, you might suggest that your Knowledge (Local) and Knowledge (History) should help your Diplomacy check -- you get +2 to your Diplomacy check from each "helpful" skill if your succeed with DC 10 check. My players love this system, since it is dynamic and lets them suggest skills that they think are relevant in the situation -- if they can only come up with logical ´reasons for *why* and *how* those skill could work. I don't think we even *need* a giant-sized synergy table, because realistically a lot of skills could be helpful under *certain* circumstances.

Quentyn |

Skill Synergies sound entirely reasonable, but you do have to stop somewhere: you could reasonably make a case for almost any skill contributing to almost any other skill in some specialized situation. Ergo you wind up with oscillations between three poles - the extreme simplicity of “no skill synergies”, the extreme complexity of “evaluate all suggested skill synergies”, and the extreme subjectivity of “make a case for it and I’ll judge it at the time”.
Admittedly, I tend towards the subjective end based on how well the player explains how the skill is related, with something like
Skill +5-15: +1 for a poor explanation, +2 for a decent one, +3 for a really good one.
Skill +16-30: +1 for a poor explanation, +3 for a decent one, +5 for a really good one.
And so on.
Now Ysgarth tried to fully describe everything, which was fun - but it wound up with “All skills have been given a four-digit identifying number. The first digit indicates the broad grouping, the second the major subgroups, the third the individual groups, and the fourth the specific skills”.
All skills contributed both up and down: Learning “Broadsword” contributed to all Sword skills which contributed to all combat skills. Individual skills also sometimes contributed to still other skills, which contributed up and down... Oh yes. The point costs of various skills were modified by your background and innate talents. Wait. You also got separate skill point pools for Social, Mental, and Physical Skills.
Then there were the advanced skill rules.
We tried a couple of times, but nobody ever finished a character before losing patience. I don’t really recommend the “extreme complexity” pole.

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Yeah, I'm all about Synergies!
Personally, I think the Skill system should exploit Knowledge and Craft synergies.
Something like:
5 ranks of Knowledge (Local) grants a +1 to Diplomacy rolls to Gather Information.
5 ranks of Knowledge (Nobility) grants a +1 to Diplomacy rolls to influence attitudes.
5 ranks of Craft (Trap-Making) grants a +1 to Disable Device rolls to Disarm Traps.
5 ranks of Craft (Poison-Making) grants a +1 to Heal checks to treat poison.
Ect...
Man, now you guys have the clockworks going. Must. Make. More. Synergies....

fgsl |
Skill Synergies sound entirely reasonable, but you do have to stop somewhere: you could reasonably make a case for almost any skill contributing to almost any other skill in some specialized situation. Ergo you wind up with oscillations between three poles - the extreme simplicity of “no skill synergies”, the extreme complexity of “evaluate all suggested skill synergies”, and the extreme subjectivity of “make a case for it and I’ll judge it at the time”.
Admittedly, I tend towards the subjective end based on how well the player explains how the skill is related, with something like
Skill +5-15: +1 for a poor explanation, +2 for a decent one, +3 for a really good one.
Skill +16-30: +1 for a poor explanation, +3 for a decent one, +5 for a really good one.
I can't recall who suggested it first, but I'm using the "Aid Another"-syngergy which allows PCs to suggest which of their skills (max. two) would give synergy bonuses for each skill check. For example, you might suggest that your Knowledge (Local) and Knowledge (History) should help your Diplomacy check -- you get +2 to your Diplomacy check from each "helpful" skill if your succeed with DC 10 check. My players love this system, since it is dynamic and lets them suggest skills that they think are relevant in the situation -- if they can only come up with logical ´reasons for *why* and *how* those skill could work. I don't think we even *need* a giant-sized synergy table, because realistically a lot of skills could be helpful under *certain* circumstances.
I really like where this is heading.
The "make a case for it and I’ll judge it at the time" looks the best one on paper. Makes things simple for whoever simply doesn't want the rule, doesn't fill the book with awful lots of explanations, forces roleplaying, and is REALLY DYNAMIC.The character must be tuned to what's going on instead of just going the "I'll try to improve his attitude towards me."
I think d20 system lacks on roleplaying, being more focused on combat, so anything that encourages it is welcome.

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I'm using the "Aid Another"-syngergy which allows PCs to suggest which of their skills (max. two) would give synergy bonuses for each skill check. For example, you might suggest that your Knowledge (Local) and Knowledge (History) should help your Diplomacy check -- you get +2 to your Diplomacy check from each "helpful" skill if your succeed with DC 10 check.
Sounds good to me.

Laurefindel |

I can't recall who suggested it first, but I'm using the "Aid Another"-syngergy which allows PCs to suggest which of their skills (max. two) (...) you get +2 to your check from each "helpful" skill if your succeed with DC 10 check.
Sounds really good. Does the successful DC 10 check for each skill necessary, or could it simply be automatically available from the moment you have 5 ranks in the skill (present synergy requirement)?
Just trying to save a few rolls here...

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Asgetrion wrote:I can't recall who suggested it first, but I'm using the "Aid Another"-syngergy which allows PCs to suggest which of their skills (max. two) (...) you get +2 to your check from each "helpful" skill if your succeed with DC 10 check.Sounds really good. Does the successful DC 10 check for each skill necessary, or could it simply be automatically available from the moment you have 5 ranks in the skill (present synergy requirement)?
Just trying to save a few rolls here...
Hmmm... that's actually a nice idea! Especially as the "synergy checks" aren't even necessary at that point anymore (you only fail if you roll 1 or 2). I think I will use your idea in my campaigns. :)