Deadmanwalking
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I'm legitimately curious if anyone's found any skills I haven't. These are the ones I've picked up in listening to various demo games and scanning the blogs, and where I got them from:
Acrobatics (Proficiency Blog)
Athletics (Rogue Blog)
Crafting (Rogue Blog)
Deception (Rogue Blog)
Diplomacy (A La Mode Blog)
Intimidation (A La Mode Blog)
Lore - Various (Mentioned various places)
Medicine (Glass Cannon Podcast)
Nature (A La Mode Blog)
Occultism (Mentioned in some demo game, I think)
Performance (A La Mode Blog)
Religion (Glass Cannon Podcast)
Society (Rogue Blog)
Stealth (Proficiency Blog)
Survival (Proficiency Blog)
Thievery (Proficiency Blog)
Anyone have anything else? I'm betting there's an Insight/Sense Motive skill but I have no proof and no actual idea what other skills there might be aside from these and that one. Well, and probably Profession (since they kept Crafting and Perform). I mean, I guess there could be Heal, too, though Nature may have subsumed that skill (which would make some sense).
EDIT: Edited in Medicine.
| Fuzzypaws |
The GCP playtest games mentioned a Medicine skill at some point.
GOOD. I didn't want that folded into Nature. It was already turning into an uber-skill... Survival + Knowledges (Nature, Geography, Dungeoneering) is quite enough for a broad skill. It didn't need Ride and Handle Animal, which should be combined into their own distinct skill. It definitely doesn't need to absorb Heal too on top of all that.
Deadmanwalking
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Shadrayl of the Mountain wrote:The GCP playtest games mentioned a Medicine skill at some point.GOOD. I didn't want that folded into Nature. It was already turning into an uber-skill... Survival + Knowledges (Nature, Geography, Dungeoneering) is quite enough for a broad skill. It didn't need Ride and Handle Animal, which should be combined into their own distinct skill. It definitely doesn't need to absorb Heal too on top of all that.
Survival appears to still be an entirely separate skill, actually, while Handle Animal looks like it's probably been folded in (which I'm cool with...Ride might've been folded into either this or Acrobatics).
Which works fine for me thematically, and doesn't seem too overpowered mechanically either (Handle Animal + Knowledges not being super unbalancing).
| Shadrayl of the Mountain |
Shadrayl of the Mountain wrote:The GCP playtest games mentioned a Medicine skill at some point.Did it? I missed that.
That'd be the Heal equivalent, then. I'll edit it in.
I can't remember which episode, but IIRC it was when they were talking about the dying rules, as one of the means to stabilize a dying character.
| Dracala |
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lets see.... Acrobatics covers Acrobatics and Fly
Bluff and Disguise are covered by Deception
Climb and Swim, and Jumping(?) are in Athletics
Diplomacy, Intimidate/tion, Perform(ance), and Stealth are still there
Heal=Medicine
the Various Knowledges and Linguistics are distributed amongst Lore, Occultism, Nature, Religion, and Society
Handle Animal, Survival and Possibly Ride are in Survival (if Ride isn't in Acrobatics or Athletics)
Perception isn't going to be a skill
Spellcraft is in Occultism
Thievery is HUGE incorporating what 3 skills? Sleight of Hand, Disable Device and Escape Artist(?) (or is Escape Artist in something else?)
Like you said Sense Motive is More than likely still a Skill, and I could definitely see it being called Insight by the way the other skills look to be named.
Use Magic Device is unaccounted for, but it may already be in Occultism (seems more likely than Relgion or Nature), or just replaced entirely by the Resonance system >.>
That leaves Appraise, Knowledge(Engineering), and Profession.
Deadmanwalking
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I think Escape Artist is in Acrobatics (though I could be wrong). And suspect that Knowledge (Engineering) is niche enough to just fall under the generic Lore skill. I'd bet Profession remains, and have no idea what's up with Appraise (though it could've been wrapped into Society).
I also think Handle Animal is under Nature rather than Survival (there's some evidence of this), and that Ride is either there as well or maybe under Acrobatics as well (or maybe under Survival, I guess I could see that).
| Doktor Weasel |
Thievery is the only one that feels a bit off to me. Disable device and slight of hand are fairly different things. But most of the others seem fine. Some of the skills really didn't get used much. Knowledge: Nobility is probably the biggest. I don't think I've ever seen Fly rolled. Profession could be problematic in that there can be any number of different professions and unless you had the exact one for the task didn't mean much.
I do wonder if they're bringing in the Artistry skill from Unchained, or folding it into something else. That kind of was a missing niche, but not exactly something that would come up a lot.
Deadmanwalking
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Appraise might get tossed into thievery, but society could also work. Or maybe even crafting.
I could see Crafting, actually. I'm skeptical on Thievery.
This folding of skills seems like it might be a bit too much.
It gives around a 20 skill list. That seems right-ish to me for the kind of game Pathfinder is.
Thievery is the only one that feels a bit off to me. Disable device and slight of hand are fairly different things.
They're different, but protagonists who can do one and not the other are few and far between, IME. And both are kinda niche in usefulness, too.
But most of the others seem fine. Some of the skills really didn't get used much. Knowledge: Nobility is probably the biggest. I don't think I've ever seen Fly rolled. Profession could be problematic in that there can be any number of different professions and unless you had the exact one for the task didn't mean much.
Well, they're already doing Lore sorta that way, so I wouldn't assume Profession is gone (and am okay with it staying, to be honest).
I do wonder if they're bringing in the Artistry skill from Unchained, or folding it into something else. That kind of was a missing niche, but not exactly something that would come up a lot.
That'd be interesting, though they might also just officially fold it into Crafting.
Deadmanwalking wrote:And suspect that Knowledge (Engineering) is niche enough to just fall under the generic Lore skill.Or Craft.
Very possible. I know my budding architect character would've been fine with either.
Deadmanwalking
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I think that Appraise, Knowledge (nobility), Knowledge (geography), and Sleight of Hand should all be bundled together into one mega-skill. That skill should be called "Yeah Right, You're Still Never Going To Roll This."
I think that's an excellent reason for them all to be rolled into different skills with other more common uses. Which, in fact, the evidence suggests they are. :)
Elfteiroh
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I think that Appraise, Knowledge (nobility), Knowledge (geography), and Sleight of Hand should all be bundled together into one mega-skill. That skill should be called "Yeah Right, You're Still Never Going To Roll This."
TBH, Appraise was probably the roll made the most in the last adventure I DMed. And Know nobility/geo, I actually called this to be rolled a couple of times. But yeah, as deadman said, they'll be rolled in with other skills.
Deadmanwalking
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New Blog, new skill reveal, we've now added Arcana, making the list look like this:
Acrobatics (Proficiency Blog)
Arcana (Spell Blog)
Athletics (Rogue Blog)
Crafting (Rogue Blog)
Deception (Rogue Blog)
Diplomacy (A La Mode Blog)
Intimidation (A La Mode Blog)
Lore - Various (Mentioned various places)
Medicine (Glass Cannon Podcast)
Nature (A La Mode Blog)
Occultism (Mentioned in some demo game, I think)
Performance (A La Mode Blog)
Religion (Glass Cannon Podcast)
Society (Rogue Blog)
Stealth (Proficiency Blog)
Survival (Proficiency Blog)
Thievery (Proficiency Blog)
I'm still also betting on Insight/Sense Motive and maybe Profession.
It's also possible (though by no means certain) that Arcana has replaced Occultism...but I doubt it.
Deadmanwalking
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I hope that Profession is going to be folded into what your Background is.
Well, we know Backgrounds give you a Lore, so Profession might've been rolled into that. We really don't know, though.
And I imagine that Occultism is a combination of "knowing some supernatural stuff" and low key "defense against the dark arts" where Arcana might be "applied thaumaturgy" and "practical ritual use".
Quite possibly something like that, yeah.
| Doktor Weasel |
I hope that Profession is going to be folded into what your Background is.
And I imagine that Occultism is a combination of "knowing some supernatural stuff" and low key "defense against the dark arts" where Arcana might be "applied thaumaturgy" and "practical ritual use".
The sourcing for Occultism is uncertain. And I do seem to recall hearing the term Arcana back in the first part of the Glass Cannon podcast. I think it's likely that occultism is just a mis-remembering of arcana.
Having that kind of split between occultism and acrana seems to go counter to the consolidation of all the other skills.
| Stone Dog |
It is true that a single magical skill makes sense and it would be an improvement from having a spell Craft/knowledge arcana divide.
There could be room for more skills though, so long as they do significantly different things. As an example, we are likely to have acrobatics for DEX based moving about and athletics for STR based moving about, right?
Maybe we are going to get Arcana for INT based messing with magic and Occultism for WIS based messing with magic.
| Mewzard |
Well, worth a note, the Domains post gave us the tidbid that Clerics get proficiency in the signature skill of their god:
"The deity's signature skill is in addition to those all clerics gain, so Shelynite clerics always have the ability to reach great heights in Crafting. Norgorberite clerics, in contrast, gain Stealth in order to blend into the shadows, allowing them to fit in well with clandestine groups."
I wonder if there will be other unusual sources for specific skills for other classes.
Deadmanwalking
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Well, worth a note, the Domains post gave us the tidbid that Clerics get proficiency in the signature skill of their god:
"The deity's signature skill is in addition to those all clerics gain, so Shelynite clerics always have the ability to reach great heights in Crafting. Norgorberite clerics, in contrast, gain Stealth in order to blend into the shadows, allowing them to fit in well with clandestine groups."
I wonder if there will be other unusual sources for specific skills for other classes.
This is indeed an interesting tidbit on how skills are acquired, though exactly what it means is unclear (do you just get those skills at 1st or what?). Still, good info to have.
I hope they don’t do too much more folding in, actually ...
More than is noted above? I wouldn't expect so. We're clearly getting somewhere in the neighborhood of 20 skills.
| Wermut |
Wermut wrote:Those are already covered under Lore (Various).The background blog added the following by name:
Lore (Smithing)
Lore (Pathfinder Society)
Lore (Underworld)also some feats related but without clear purpose.
Still its interesting to note how flexible "Lore" can be and how they differ from the former Knowledge skills (which are of course now a thing of its own). Those were rather rigid, while something like Lore (Smithing) indicates that every form of crafting has a lore skill, or only those relevant to the adventurers life?
Are lore skills so flexible that a player could define a certain field of knowledge as lore skill, without a rigid list maybe given some guidelines bye the rulebook? If I remember correctly Shadowrun had something like that and it worked just fine to fluff out characters.
But if thats the case, I also remember that those skills were kept separately from the "real" skills that gave everyday advantages. If lore skills are spread too thin (how often will Lore (Smithing) play an important role?) do they warrant the investment of ressources that may advance stuff like Medicine or Survival?
| Captain Morgan |
Are lore skills so flexible that a player could define a certain field of knowledge as lore skill, without a rigid list maybe given some guidelines bye the rulebook? If I remember correctly Shadowrun had something like that and it worked just fine to fluff out characters.
I'm guessing they will.
But if thats the case, I also remember that those skills were kept separately from the "real" skills that gave everyday advantages. If lore skills are spread too thin (how often will Lore (Smithing) play an important role?) do they warrant the investment of ressources that may advance stuff like Medicine or Survival?
I'm guessing they won't. But that's easy enough, just don't make skill feats for Lore.
Deadmanwalking
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Do we know what skill got Sense Motive?
We do not. It's very possible it's just a skill we haven't had listed yet (there's no actual evidence we've seen the whole list). The other social skills remained distinct, so Sense Motive (possibly under a new name) might easily do so as well.
Deadmanwalking
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Well, based on the Redcap stat block in the recent Blog, I'm gonna call it and say there is no Sense Motive skill. They converted all of its PF1 skills except that one so it must have been rolled into something.
My guess is that it's either rolled into Perception or Deception. I'm betting on Perception.
| Childeric, The Shatterer |
In Unchained they combined Sense Motive and Perception into just Perception.
In my homebrew version of the consolidated skills from Unchained, I combined Handle Animal and Ride into a separate skill called Husbandry (I know it's not an exact translation, but it made more sence to me than folding ride into Acrobatics and HA into Nature).
| Malk_Content |
Given that we've been told that characters will automatically improve in Perception, rather than put ranks in it, it seems a bit odd that Sense Motive would also be included in this.
That isn't necessarily the case. We know that it isn't a Skill anymore and that some classes give it free proficiency ranks as a class feature. That doesn't rule out other ways of improving your proficiency in it, or General Feats that improve how it works within proficiency bounds. In the same way that other non-skill proficiency can be granted by class and can be improved outside of class (e.g a Wizard investing in armour if they really want to)
| Dragonchess Player |
Re: Sense Motive
I'm wondering if Sense Motive may get merged into Society. Which makes a certain amount of sense, since Sense Motive involves understanding "social cues" as well as other indicators.
Deadmanwalking
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Given that we've been told that characters will automatically improve in Perception, rather than put ranks in it, it seems a bit odd that Sense Motive would also be included in this.
Not really. I worry about not getting any Sense Motive Skill Feats, but aside from that raising in Proficiency automatically seems a reasonable enough thing for your ability to detect lies, given how often adventurers get lied to.
My guess is Ride will be part of Athletics.
Athletics is the Strength based one, so I sorta doubt it.