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Thread: Birthright "demihuman" Races:
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11-06-2003, 10:43 PM #101Invisibility + Silence = Hide + Move Silently without spending a single
skill point in cross-class-skills.
bye
Michael
-Osprey
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11-07-2003, 09:49 AM #102
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11-07-2003, 06:21 PM #103
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teloft schrieb:
> This post was generated by the Birthright.net message forum.
> You can view the entire thread at:
> http://www.birthright.net/forums/ind...ST&f=36&t=2052
>
> teloft wrote:
> Silence has an efect around you. so sneeking upon somone speking, or past somone talking.
and thay are sure to nitice thet theres something out of place when
thay cant speak.
> And you radiade magic for thows able to sence magic, you could as well wear a ligthspell on
your torso.
Right, I forgot the changes in 3E - I rememberd the 2E silence which
only affected you and where there was a different "Silence 10´ radius"
which was similar to the new 3E version of Silence.
bye
Michael
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11-07-2003, 11:26 PM #104
I believe this discussion should move on in a new thread, as it is highly out of context with this particular thread, but this is secondary to me now... Instead, I will try to defend a few inconsistencies I've noticed within the thread:
- Use Rope is one of those strange skills that seems too odd to keep, but has a very apparent reason to be there; those of you who know how to use a length of rope effectively, it is more obvious, but you have all heard of nautical knots and such stuff... Anyway, the skill is not like tying your shoe-laces, and I think it is a logical thing to keep.
- Survival was the skill that substituted Wilderness Lore even from 3e (!, making its appearance in Savage Species and other such products (Races of Faerun also had Survival instead of Wilderness Lore, something which confused for a little while until I noticed how it was used, and then things became clear in 3.5e and Savage Species).
- Heal is, in my opinion, the most redudant skill of them all! Since they came up with rules to make most Profession and Knowledge skills more than they already were (read supplements from WotC if you do not know what I spek of), I suppose that making it a Profession (healer) skill could be a fine adjustment...
- Profession (herbalist) should become able to produce some of the alchemical products able to be produced by Craft (alchemy), maybe with a higher DC. Oh well...
- Have you ever trued to see the difference of moving silently and hiding? Done both at the same time? Consider the differences and difficulties, and then tell me if it is logical to make them into one skill!
- Bards, for example, get Listen as a class skill but not Spot; the opposite does not apply, however, to Spot: those classes that have it as a class skill do have Listen as a class skill as well. Most people detect ruses by sound, not sight. It is only the real survivors with the best reflexes (not the save, OK?) that get Spot as a class skill.
- Knowledge (nature) and Survival? Don't misunderstand what I am going to say, but I found that ludicrous! Saving your butt and knowing the scientific name of this or that bird are very different things... Like the part in Lord of the Rings, where Gandalf scolds the Loremaster in the scene where Eowin, Faramir, and Meriadoc all are ill with the chill of the Nazgul, saying: "Then get someone with less lore (referring to the man's knowledge of names of herbs and their botanical classification) and more wisdom (referring to the elder people who had some athelas for their illnesses)!"
- Decipher Script has nothing to do with Knowledge directly; giving, though, a +2 synergy bonus for texts which are directly connected to the aforementioned kinds of Knowledge (like a +2 synergy bonus on Dexipher Sript checks concerning texts related to an appropriate Knowledge skill to which you have at least 5 ranks) is a very good idea in my opinion (being my own ^_^.
- Ability boosting spells (the good old Bull's Strength, Cat's Grace, and (Bear's) Endurance, along with the newer Fox's Cunning, Owl's Wisdom, and Eagle's Splendor) were all lasting 1 hour/level in 3e; thankfully, they cut them down, but I prefer them to be 10 minutes/level for my campaign. The 1 minute/level idea of 3.5e, while minimising the benefits of these spells (which were evened out by giving a solid +4 now), increased their effectiveness in combat and made any other use almost obsolete!
- Yep, the area silence always had a cool side-effect! :P
- As for the World of Darkness, it has both awesome and ridiculous points; like the all powerful 1 (which accounts to a botch 10% of the time!, while 0s are not as powerful as 1s... For that reason, in our campaigns, not only does an 0 account for one success, it also cannot be taken out by an 1. Effectively, 0s are like a point Willpower spent for one success.
- The worst point of the WoD is that it is so vague it gets fussy! :angry:
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11-08-2003, 12:53 AM #105
----- Original Message -----
From: "RaspK_FOG" <brnetboard@BIRTHRIGHT.NET>
Sent: Friday, November 07, 2003 5:26 PM
> Heal is, in my opinion, the most redudant skill of them all; Since
> they came up with rules to make most Profession and Knowledge,
> I suppose that making it a Profession (healer) skill could be a fine
> adjustment...
I think the reason that we should be wary about making everything a
knowledge, craft, or profession skill is that some classes have access to
all of one or more of those skill groups. Of the Professions, everyone
except Fighters and Barbarians gets access to all Profession skills. Heal
had been limited to those who cast divine spells.
> Profession (herbalist) should become able to produce some of the
> alchemical products able to be produced by Craft (alchemy), maybe
> with a higher DC. Oh well...
Herbalists deal with organic substances, alchemists with inorganic
substances. I prefer that all game effects which one can produce, the other
can produce by different means. The alchemist uses calx of daurite, the
herbalist uses thistle root extract, both achieve the same end.
> Have you ever trued to see the difference of moving silently and hiding?
> Done both at the same time? Consider the differences and difficulties, and
> then tell me if it is logical to make them into one skill
The real question here is this: should skill represent game effects (I am
concealed) or should they reflect how things are done.
> Knowledge (nature) and Survival? I found that ludicrous. Saving your
> butt and knowing the scientific name of this or that bird are very
different
> things
Some will argue that knowing things but being unable to practically apply
knowledge is a uselss skill. Certainly it is useless in the sense of being
unable to produce a practical result, but it is useful in reflecting that
some characters know about things but cannot do things. For example, many
rulers might have Knowedge (Art) but have no Craft skills, because they are
observers of art, not producers of it. If a player or DM is inclined to
represent extensive, but impractical knowledge they will see a value in the
knowledge skills that parallel practical skills. No doubt they will see the
value in combinations of practical skills and knowledge, and seek to
represent that. The survivalist may know how to select and gather edible
fickleberries. The herbalist may know how to prepare a poltice using
fickleberries. The scholar may know that three types of birds eat the
fickleberry here and the hardleberry in the Anuirean heartlands. The
problem with practical knowledge is that it often deals with the immediate
here and now, and pays little attention to what it cannot apply. What
berries might make a useful substitute in another location is of no use to
someone who as never been and does not plan to go to that location. Some
will chose to reflect this problem in the game, others will be content to
ignore it.
Kenneth Gauck
kgauck@mchsi.com
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11-08-2003, 01:17 AM #106
Well, you got most out of Survival vs. Knowledge (nature), but you still went too far when you said it was useless in practical application... The difference is that Aragorn, for example, knew how to use the herb to help someone (Heal, the equivalent of Survival here), and the loremaster knew its many names but not of its true healing attribute against the taint of Shadow (Knowledge [nature]). Still, he might as well have failed his skill check :lol: .
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11-08-2003, 03:00 AM #107
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Survival was the skill that substituted Wilderness Lore even from 3e (!, making its appearance in Savage Species and other such products (Races of Faerun also had Survival instead of Wilderness Lore, something which confused for a little while until I noticed how it was used, and then things became clear in 3.5e and Savage Species).
Heal is, in my opinion, the most redudant skill of them all! Since they came up with rules to make most Profession and Knowledge skills more than they already were (read supplements from WotC if you do not know what I spek of), I suppose that making it a Profession (healer) skill could be a fine adjustment...
Yeah, Heal could merely be a Profession (healer), just as Survival/Wilderness Lore could just be Profession (hunter) or something... they stated that back when they came out with 3rd Edition, but they made it a separate skill because they wanted to spell out specific things that you can do with the skill, since they were leaving Knowledge and Profession skills vague.
Have you ever trued to see the difference of moving silently and hiding? Done both at the same time? Consider the differences and difficulties, and then tell me if it is logical to make them into one skill!
Knowledge (nature) and Survival? Don't misunderstand what I am going to say, but I found that ludicrous! Saving your butt and knowing the scientific name of this or that bird are very different things... Like the part in Lord of the Rings, where Gandalf scolds the Loremaster in the scene where Eowin, Faramir, and Meriadoc all are ill with the chill of the Nazgul, saying: "Then get someone with less lore (referring to the man's knowledge of names of herbs and their botanical classification) and more wisdom (referring to the elder people who had some athelas for their illnesses)!"
Ability boosting spells (the good old Bull's Strength, Cat's Grace, and (Bear's) Endurance, along with the newer Fox's Cunning, Owl's Wisdom, and Eagle's Splendor) were all lasting 1 hour/level in 3e; thankfully, they cut them down, but I prefer them to be 10 minutes/level for my campaign. The 1 minute/level idea of 3.5e, while minimising the benefits of these spells (which were evened out by giving a solid +4 now), increased their effectiveness in combat and made any other use almost obsolete!
As for the World of Darkness, it has both awesome and ridiculous points; like the all powerful 1 (which accounts to a botch 10% of the time!, while 0s are not as powerful as 1s... For that reason, in our campaigns, not only does an 0 account for one success, it also cannot be taken out by an 1. Effectively, 0s are like a point Willpower spent for one success.
The worst point of the WoD is that it is so vague it gets fussy!I walk this fine thread...
Mourn
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11-08-2003, 12:51 PM #108
At 06:29 PM 11/7/2003 -0600, Kenneth Gauck wrote:
> > Profession (herbalist) should become able to produce some of the
> > alchemical products able to be produced by Craft (alchemy), maybe
> > with a higher DC. Oh well...
>
>Herbalists deal with organic substances, alchemists with inorganic
>substances. I prefer that all game effects which one can produce, the other
>can produce by different means. The alchemist uses calx of daurite, the
>herbalist uses thistle root extract, both achieve the same end.
That`s a valid reason to break up a pair of skills. In general, one
needn`t have two skills if one does, essentially, the same thing with them,
but if one has campaign theme reasons for splitting them up that`s all the
justification one needs. Take, for example, the Pilot skill in the Star
Wars D20 text. In that text Pilot works on boats, grav vehicles, tracked
vehicles, legged vehicles, wheeled vehicles, starships (with some
modifications) and just about anything that one can drive. In Star Wars
that makes sense because it`s a kind of gonzo fantasy/sci-fi setting in
which technology and characters interact seamlessly. In other D20 campaign
settings one might want to have a Drive skill for ground cars a Pilot skill
for aircraft, a Boating skill for watercraft and yet another for
spaceships. One might even want to break up those skills further into
specific categories. Drive; cars, trucks, tanks, motorcycles and Pilot;
small planes, helicopters, jetliners, etc. In D20 Modern, for instance,
there are more skills to handle operating vehicles than in Star Wars
because it better suits that particular setting`s dynamics. If one were to
play in a campaign using D20 Modern classes and rules, but that had a sort
of cartoonish/comic book quality a la Star Wars in which characters are
able to operate just about any vehicle without too much qualification it
would make sense to combine them.
3e/3.5 does this kind of thing in several places. In fact, 3e did it more
and 3.5 has now gone with several more generalist interpretations of
several things that used to be skills. If one really emphasized Innuendo
as something that went on a lot in a campaign (if one were playing "Mafia
D20" or something like that) then it would still make sense to have it be a
separate skill. The 3.5 authors have decided it doesn`t support the
fantasy RPG that D&D is meant to portray, so they`ve dropped it.
The thing is, people tend to use what amounts to a campaign theme argument
for two skills Sneak (Hide and Move Silently) and two skills for the
opposing skill (Spot and Listen) but in practise there`s very little
connection to campaign themes. That is, the specific processes of
listening and looking are not tied to the concepts of fantasy
role-playing. The reality is that combining the two skills will work
perfectly fine. All I`m suggesting is that people experiment with it and
see if their campaigns really need four skills where two would work. Just
try it and see what happens. Trust me, it`s not going to throw off
balance, send the theme of the campaign spinning off out of control or
otherwise ruin your game. It hasn`t had that effect IMC nor in the play of
thousands of other gamers who play RPGs that don`t use four skills to
reflect those two things. In fact, in a fantasy based campaign like BR (or
any other D&D setting, really) one might find it doesn`t have any negative
consequences at all, and reducing the skills to more general descriptions
might actually wind up being an aid to role-playing.
I make the same suggestion for Wilderness Lore (Survival) and Knowledge,
nature. Just try combining them and see what happens.
> > Have you ever trued to see the difference of moving silently and hiding?
> > Done both at the same time? Consider the differences and difficulties, and
> > then tell me if it is logical to make them into one skill
>
>The real question here is this: should skill represent game effects (I am
>concealed) or should they reflect how things are done.
There are a couple of other things that should probably be considered
too. Most often (not always, of course, but often enough that it`s
something of a standard) characters who have one skill also have the
other. Barbarians and bards are the only classes that have Listen but not
Spot. It`s been argued that that is the result of purposeful use of the
skill system, and has great significance game mechanically, thematically,
etc. I think that`s an over-statement and an argument made after the fact
to justify the existing rules set. There`s no real logical reason why
barbarians and bards shouldn`t have Spot. They aren`t particularly less
observant than druids, rangers or rogues. In fact, they have thematic and
game mechanical connections to those classes. Making Spot a cross-class
skill for bards and barbarians is completely arbitrary. Sure, one can come
up with post hoc justifications for the situation, but those justifications
are pretty meaningless if examined objectively. Spot isn`t thematically or
game mechanically counter to the concept of barbarians or bards any more
than Swim is counter to the concepts of goodness, justice and fair play is
for paladins.
So why don`t barbarians and bards have Spot, and why don`t paladins have
Swim as class skills? Well, it`s not for reasons of balance or theme,
particularly. It has more to do with pre-3e rules regarding how those
character classes worked rather than anything to do with post-3e issues
that are often touted as the reasoning behind those decisions. In fact,
I`m confident that there really was very little reasoning that went into
those decisions. It was simply a continuation of some very old ideas, some
of which don`t really make a lot of sense in the updated version of the rules.
What`s more important, however, is that we not let those 3e/3.5 decisions
take control over BR dynamics. In BR we should go ahead and give a paladin
of Nesirie Swim as a class skill despite the 3e/3.5 making that a cross
class skill for its more generalist paladin class. While we`re at it
paladins of Cuirecaen might have Intimidate rather than Diplomacy as a
class skill. Those are campaign based decisions for the skill system that
make sense.
Gary
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11-08-2003, 02:15 PM #109
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Originally posted by geeman@Nov 8 2003, 07:51 AM
What`s more important, however, is that we not let those 3e/3.5 decisions
take control over BR dynamics. In BR we should go ahead and give a paladin
of Nesirie Swim as a class skill despite the 3e/3.5 making that a cross
class skill for its more generalist paladin class. While we`re at it
paladins of Cuirecaen might have Intimidate rather than Diplomacy as a
class skill. Those are campaign based decisions for the skill system that
make sense.
Gary
And the original thread topic was demi-human races and not skills/feats and training or combining them. Talk about thread hijacking.Duane Eggert
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11-08-2003, 03:44 PM #110
At 02:17 AM 11/8/2003 +0100, RaspK_FOG wrote:
> Well, you got most out of Survival vs. Knowledge (nature), but you
> still went too far when you said it was useless in practical
> application... The difference is that Aragorn, for example, knew how to
> use the herb to help someone (Heal, the equivalent of Survival here), and
> the loremaster knew its many names but not of its true healing attribute
> against the taint of Shadow (Knowledge [nature]). Still, he might as well
> have failed his skill check :lol: .
Rather than the difference between two skills I think that may have been
more like the difference between what would be in D&D the Healing skill and
healing magic. As in, "This wound is beyond my skill... he needs elven
(magical) healing."
In the case of Wilderness Lore (Survival) and Knowledge, Nature there are a
few differences, but what I`m getting at is that in the absence of a
particularly scholarly campaign setting there`s no need to have two skills
for what amounts to the same function. Sometimes I even see specific tasks
described as using either of these skills, which is a pretty good
indication that they could be combined without too much difficulty.
Gary
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