| williamoak |
I've been thinking about this for a while, but I think it's probably worth elaborating upon those 3 vague, undefined skills of craft, profession & perform (perhaps even knowledge). Basically, instead of leaving vague references in the rules for when they should be used. There are also a few weirdnesses that I believe should be adressed. A few examples:
Profession (sailor): several sources mention EVERYTHING that happens to control a boat relies on these checks.
Profession (soldier/strategist/general): I believe this could be used in 2 ways:
1) A "sense motive/bluff" for the battlefield: in a large scale battles, the leader could use these checks to "sense" enemy tactics (from the GM) or better conceal their own. (IE, you roll P(soldier) to conceal the feint of your troops, and they roll their to detect your feint)
2) An advice column: They can roll that to have the GM tell them what they believe is the best course of action. Of course, bad advice on bad rolls.
Profession (merchant/entertainer/...): Certain professions should (in my opinion) go off a charisma bonus instead of wisdom.
Other professions?
Craft: While this is pretty straightforward, I'd be interested in hearing what others think.
Perform (dance): This can alternatively be used with CHA or DEX. It's always bugged me that someone with 2 left feet (IE, 1 dex) can dance just as well as the most lithe person in the world.
Any other ideas? I may be overcomplicating my life, but I think it bears reflection.
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Perform (dance) makes sense, dex instead of cha. Probably done that was as part of balancing charisma though (and simplicity).
With Profession (soldier/etc), I think you would be taking some of the fun out of combat with dice rolls here. Knowledge checks accomplish what you're talking about in as far as what you should know - what the enemy is capable of. To know what they're (likely) about to do is a bit much.