Post by kore on Jun 26, 2013 23:40:36 GMT -8
Looking over the Professions/Skills, I have a few questions, observations, and suggestions, most of which in an effort to precisely define the scope of some Professions' skills.
- what is "Tough" under the Farmer?
- charm seems broad when compared to the sample of skills on page 77 as well as it's application to the Professions that have it unlocked; I recommend bluff, diplomacy, embolden, allure (seduce), gain trust, etc.
- history might be a bit broad without an accompanying sub-category; e.g. History: Local, History: Ancient. Or, by the same token, "knowledge" skills better fit in their own category and sub-categories; Knowledge: Monsters, Knowledge: Wild Animals, Knowledge: Farming (this would include farm animals, crops, etc.), Knowledge: Local History, Knowledge: Ancient History/Lore
- nature/perception may or may not be broad. I could see tracking as its own skill and wholly dependent on a knowledge skill related to what is being tracked.
- merchant seems a bit underwhelming; there are some obvious additional skills like Appraise Item, Bluff, Gain Trust, Sense Motive. Coupled with some of the above observations, this profession could be well fleshed out.
- fisher could use some fleshing out also.
- hunter and archivist acolyte might benefit with a more granular skill list as demonstrated above.
Using the above, Professions might look like this:
Blacksmith Apprentice
Unlocked skills: Weapon Use: Hammer, Heat Resilience, Strength, Brawling/Hand-to-Hand, Armor Repair: All (?), Weapon Repair: All (?)
Archivist Acolyte
Unlocked skills: Knowledge: Monsters/Ancient History/Local History/World Lore, Bluff, Diplomacy, Wands, Magic Resilience
Hunter
Unlocked skills: Tracking, Weapon Use: Bows/Slings, Set Traps, Disarm Traps, Knowledge: Wild Animals/Weather/Plants, Move Silently, Wilderness Survival
Fisher
Unlocked skills: Fishing, Weapon Use: Daggers, Underwater Breathing, Cold Resilience, Knowledge: Weather, Rope Use, Sailing
Squire
Unlocked Skills: Weapon Use: (choose one), Shield Block, Endurance, Improved Speed (Armor), Improved Speed (Weapon) Animal Riding: (?)
Merchant
Unlocked Skills: Gain Trust, Bluff, Sense Motive, Weapon Use: Club, Knowledge: Local History, Appraise Item
Farmer
Unlocked Skills: Weapon Use: Polearms (?), Weapon Use: Axes (all?), Knowledge: Weather/Wild Animals/Plants, Farming, Endurance, Tough (?)
Alchemist
Unlocked Skills: Salves, Poisons, Alchemical "Grenades", Wands, Knowledge: Plants/Minerals/Anatomy/Ancient History/Lore
Performer
Unlocked Skills: Dodge, Acrobatics, Weapon Use: Daggers (all?), Pickpocketing, Allure, Disguise, Bluff
NEW
Gambler
Unlocked Skills: Bluff, Gain Trust, Sense Motive, Weapon Use: (one small or medium weapon), Sleight of Hand, Parry, Dodge
Thief
Unlocked Skills: Climbing, Pickpocketing, Lock Picking, Gather Information, Forgery, Move Silently
That's my (first) two copper.
- what is "Tough" under the Farmer?
- charm seems broad when compared to the sample of skills on page 77 as well as it's application to the Professions that have it unlocked; I recommend bluff, diplomacy, embolden, allure (seduce), gain trust, etc.
- history might be a bit broad without an accompanying sub-category; e.g. History: Local, History: Ancient. Or, by the same token, "knowledge" skills better fit in their own category and sub-categories; Knowledge: Monsters, Knowledge: Wild Animals, Knowledge: Farming (this would include farm animals, crops, etc.), Knowledge: Local History, Knowledge: Ancient History/Lore
- nature/perception may or may not be broad. I could see tracking as its own skill and wholly dependent on a knowledge skill related to what is being tracked.
- merchant seems a bit underwhelming; there are some obvious additional skills like Appraise Item, Bluff, Gain Trust, Sense Motive. Coupled with some of the above observations, this profession could be well fleshed out.
- fisher could use some fleshing out also.
- hunter and archivist acolyte might benefit with a more granular skill list as demonstrated above.
Using the above, Professions might look like this:
Blacksmith Apprentice
Unlocked skills: Weapon Use: Hammer, Heat Resilience, Strength, Brawling/Hand-to-Hand, Armor Repair: All (?), Weapon Repair: All (?)
Archivist Acolyte
Unlocked skills: Knowledge: Monsters/Ancient History/Local History/World Lore, Bluff, Diplomacy, Wands, Magic Resilience
Hunter
Unlocked skills: Tracking, Weapon Use: Bows/Slings, Set Traps, Disarm Traps, Knowledge: Wild Animals/Weather/Plants, Move Silently, Wilderness Survival
Fisher
Unlocked skills: Fishing, Weapon Use: Daggers, Underwater Breathing, Cold Resilience, Knowledge: Weather, Rope Use, Sailing
Squire
Unlocked Skills: Weapon Use: (choose one), Shield Block, Endurance, Improved Speed (Armor), Improved Speed (Weapon) Animal Riding: (?)
Merchant
Unlocked Skills: Gain Trust, Bluff, Sense Motive, Weapon Use: Club, Knowledge: Local History, Appraise Item
Farmer
Unlocked Skills: Weapon Use: Polearms (?), Weapon Use: Axes (all?), Knowledge: Weather/Wild Animals/Plants, Farming, Endurance, Tough (?)
Alchemist
Unlocked Skills: Salves, Poisons, Alchemical "Grenades", Wands, Knowledge: Plants/Minerals/Anatomy/Ancient History/Lore
Performer
Unlocked Skills: Dodge, Acrobatics, Weapon Use: Daggers (all?), Pickpocketing, Allure, Disguise, Bluff
NEW
Gambler
Unlocked Skills: Bluff, Gain Trust, Sense Motive, Weapon Use: (one small or medium weapon), Sleight of Hand, Parry, Dodge
Thief
Unlocked Skills: Climbing, Pickpocketing, Lock Picking, Gather Information, Forgery, Move Silently
That's my (first) two copper.