
Captain Sir Hexen Ineptus |

Well I thought I would make a thread where I and people could share their rules they use or would use as far as skills go. So please share
Personally,
Bluff, Diplomacy, and Sense Motive: should be the same skill because they run off of the same stat and are soo very similar. If you are going to diplomacy your going to need to know how to hide the truth, and sense the truth, tell partial truths, lie etc.
Jumping Distance: would use the same roll but as acrobatics, but be determined by strength. If they make the distance, but no the landing, roll 1D8 or D5 to determine the direction they went off by.
Slight of Hand: I am half tempted to place this in with stealth as it is all about concealment. Not sure about this though
Concentrations: I want to bring it back, but leave out the caster combat stuff. I would make more use of it, where distractions in combat and all situations have adverse effects, as well as skill use.
What are your ideas?

ItoSaithWebb |

Well if you read in the section about magic you will see concentration never left the game and it is just no longer a skill. A caster's concentration is his caster level + his spell casting attribute bonus + 1d20.
I could see perhaps Bluff and Sense Motive combining but I would do that without Diplomacy because that skill is powerful enough as it is. Beside Diplomacy has a ton of uses because it has already absorbed the old Gather Info skill.
Slight of Hand, well that is basically used for pickpocketing as well as magic tricks. One is about not being noticed and the other is trying to avoid people noticing what you are doing.
In my game I had combined run, climb, and swim into a skill we call Athletics. It really narrowed things down.
We have also slowly started to use Skill Stunts from Tome of Secrets and I must say that it really gets you thinking about the skills you take plus it makes the game a little funner.