Difference between revisions of "Tome of Prowess (3.5e Sourcebook)/Rules"

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===Make Your Own Checks===
 
===Make Your Own Checks===
  
Checks that the DM used to make for you for secrecy reasons have been rewritten into checks that players should make themselves. While it wasn’t bad for the DM to make these checks, it only served to make players feel disconnected from their success or failure and to keep information from them that might make them not continue ahead. It’s easy enough to write these checks in such away that you either know you failed, know you succeeded, or believe you’ve succeeded (but be wrong about it), and in those cases there’s no reason to keep that from you. As part of this trade off though, once you say you do something and you roll the die for the check, you’re bound by its results and you’re bound to carry through the action.
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Checks that the DM used to make for you for secrecy reasons have been rewritten into checks that players should make themselves. While it wasn’t bad for the DM to make these checks, it only served to make players feel disconnected from their success or failure and to keep information from them that might make them not continue ahead. It’s easy enough to write these checks in such a way that you either know you failed, know you succeeded, or believe you’ve succeeded (but be wrong about it), and in those cases there’s no reason to keep that from you. As part of this trade off though, once you say you do something and you roll the die for the check, you’re bound by its results and you’re bound to carry through the action.
  
 
===Purchasing Skills===
 
===Purchasing Skills===

Revision as of 21:26, 4 July 2010

Rules

You need substantial changes to fit the skill system into the scaling challenge system that D&D attempts to model. These changes are explained in this chapter, and it also includes conversions for the core base classes to make adoption more convenient.

General Rules

Making Checks and Using Abilities

If you already know how to roll a skill check against a DC, you already know the basics of this system. We’re just going to give you a lot more options to make those checks against. Each of the new skill abilities include a rank minimum (even if that rank is Untrained), and characters with at least this many ranks may attempt that use of the skill without penalty. This adjustment allows us to ignore the trained / untrained distinction previously present in skills. There are simply abilities that you can use at your current skill level, and abilities you can not because you lack sufficient ranks. Characters who are one rank short may attempt the ability with a -5 penalty. Characters who are two ranks short may attempt the ability with a -15 penalty.

Where did the penalties for trying to do better go?
There used to be penalties in the skills that you could take if you were trying to do better than the default success rate. These have been eliminated entirely, and generally subsumed into the degrees of success check results. The reason is straightforward: you are always assumed to be trying to do as well as you possibly can with your skill, without taking unnecessary risks. If you need to push yourself for some reason, roll the die instead of taking 10. The chances of failure or underperforming are roughly equal to the chances of you performing better, and that’s much better for these purposes than sticking a negative modifier on your roll.


These penalties are important, because almost every skill ability includes a penalty for failing by more than a certain amount. This was done to discourage repeated attempts when the abilities are first acquired, since a number of these abilities mimic spells in effect. The abilities also include benefits for successes over a certain amount. This was done to provide characters improving benefits from their abilities and to reduce ability obsolescence, as well as to make characters choose between playing things safe by taking 10 or risking failure by rolling for a stronger result. The new skill abilities use this format:

Base DC: The basic DC required to use the ability. This entry also includes an indication of applicable modifiers. Check Result

  • DC+10 and above: This entry indicates how the ability changes if you roll better than the DC by 10 or more. It may not be present in all abilities.
  • DC+5 to DC+9: This entry indicates how the ability changes if you roll better than the DC by 5 or more, or it may be written as “DC+5 and above” if there is no greater success possible. It may not be present in all abilities.
  • DC+0 to DC+4: This entry indicates the default level of success for the ability by meeting or exceeding the DC. It is present for all abilities, and may be written as “DC+0 and above” if there is no greater success possible.
  • DC-1 to DC-5: This entry indicates the default level of failure for the ability if you do not meet or exceed the DC. It is present for all abilities, and may be written as “DC-1 and below” if there is no greater failure possible.
  • DC-6 and below: If there is a more substantial failure possible than the default level, it is listed in this entry. It may not be present in all abilities.

New "Taking X" Options

The rules for taking 10 remain in place, and you may do so with any skill ability when you aren’t under pressure. Additionally, you may take 10 on any skill ability if you have 4 more ranks than the minimum required ranks, whether you are under pressure or not. Gaining four levels means you get the task under hand, and it’s just not that big of a deal anymore. The rules for taking 20 remain in place as well, though I suggest replacing them with a “Take 19” rule that merely takes 10 times as long as the normal check. An additional “Take 15” rule that takes 4 times as long rounds out the options nicely, providing a nice balance for characters.

Make Your Own Checks

Checks that the DM used to make for you for secrecy reasons have been rewritten into checks that players should make themselves. While it wasn’t bad for the DM to make these checks, it only served to make players feel disconnected from their success or failure and to keep information from them that might make them not continue ahead. It’s easy enough to write these checks in such a way that you either know you failed, know you succeeded, or believe you’ve succeeded (but be wrong about it), and in those cases there’s no reason to keep that from you. As part of this trade off though, once you say you do something and you roll the die for the check, you’re bound by its results and you’re bound to carry through the action.

Purchasing Skills

Lastly, purchasing skills has been slightly changed as well. You still spend skill points on class skills at a rate of one point per rank, and your class skill rank maximum is still your character level + 3. You’re going to need to give up cross class purchasing rates though. While your cross-class skill rank maximum will remain half of your class skill rank maximum, you purchase each of these ranks with only one skill point.

Skill Bonus Changes

In the old system, you needed huge bonuses to get meaningful effects out of your skills. It wasn't uncommon for characters to gain as large a bonus from an item as they did from ranks. In this system your ranks are very important, but equally important is your total bonus to these ability checks. Each skill ability is designed to be unable but not necessarily reliable when you first acquire them in order to offset the fact that you can basically use them all of the time. Old style items, with their large numeric boosts, and a problem in such a setup. If we account for them and expect them, then you need a skill item for all of the skills that you care about or you won't be able to meet the DCs that we would need to set to maintain the same useability requirements. And if we don't account for them, then a single large item bonus destroys the balance we've put in place for these unlimited use abilities. Since neither of these options is actually workable or interesting, we just aren't going to use old style skill items and old style skill bonus types that used to stack to the heavens.

In this setup, the only bonus type that can be added to a skill is a competence bonus, and these do not stack with any other competence bonuses granted. This means that all racial bonuses are now competence bonuses. Likewise, all masterwork item bonuses are now competence bonuses, and so don't do anything for the racially gifted. Feat bonuses are competence bonuses. If it's a bonus for a skill, it's going to be a competence bonus and it's not going to stack with any other competence bonus.

Having limited the options for raising your skill modifiers, we're also going to limit the size of these bonuses. With one exception, you should not have a competence bonus greater than +3 on any given skill, no matter what your actual modifier would be in the old skill system (the exception is the jump skill, and is discussed in the skill itself). This leads us to some rather substantial changes to the skill bonus system, and these are discussed in more detail below.

Skill Feats

Skill feats remain largely unchanged. Skill focus is still in the game and still works as indicated, as are the various feats that boost two skills by +2 each or boost a skill by +2 and offer some other benefit. In keeping with the bonus type changes, these feats no longer stack. If you take skill focus and a second feat that offers a +2 bonus to the same skill that you took skill focus for, you gain no additional benefit to that skill from that feat. If you want to be very skilled in one thing, you should take skill focus in it. If you want to be rather skilled in multiple things, you should take the feat that offers a +2 bonus to each of those things. You should never take both for the same skill, because that's a big waste now.

There may be some published or homebrew feats that provide larger bonuses than the core feats referenced here. You're welcome to continue to use these feats, but they should not provide a bonus greater than +3, and it should be non-stacking competance bonus just like everything else for the reasons above.

Feats that provide actual skill points are another matter. If you are not using scaling feats in your games, a feat that provides a small, static number of extra skill points (5 or less) is fine. If you are using scaling feats in your game, you can use a non-scaling feat that offers a single retroactive skill point per level; the scaling of the skills themselves will make sure that the character receives a scaling benefit from the feat.

Skill Items

Even though we're not using old style skill items, there is still a place for a type of skill items. They just need to work within this altered system and not allow people who use them to gain extraordinary benefits or perform well above the expected mark for their level. These items need to be useful for characters who don't substantiall invest in a particular skill, and this can be done by giving ranks with the items instead of bonuses. They also need to provide some utility to characters who have already invested heavily in a skill, and this can be done with competence bonuses, take X abilities, or rerolls. Some example skill items that offer benefits to those who have the skill as well as those who don't appear below.

Example Skill Items

Cloak of the Quickly Forgotten
While wearing the Cloak of the Quickly Forgotten, a character gains 4 ranks in the stealth skill. These bonus ranks can not increase your total ranks in the skill above your level +3, nor can it raise your total ranks above 10. If the cloak would provide you ranks that you can not use because you reached one of those ceilings, two ranks may instead be converted into a +1 competence bonus.

Headband of Attention
While wearing a Headband of Attention, a character's sense are sharpened and they gain 10 ranks in the perception skill. These bonus ranks can not increase your total ranks in the skill above your level +3, nor can it raise your total ranks above 20. If the cloak would provide you ranks that you can not use because you reached one of those ceilings, three ranks may instead be converted into a +1 competence bonus.

Hands of the Deft
While wearing these gloves, it only takes you twice as long to take 15 on any disable devices check that you make. Further, you may take 10 on any disable devices check that you make under pressure, even if you do not have 4 more ranks than the minimum required to use the particular skill ability.

Amulet of Second Glances
While wearing this amulet, you may immediately reroll any Appraisal ability check as a free action. You do not have to use this new result if you do not want to, and may instead keep your original roll. You may use this reroll ability up to 3 times in a day.

Other Skill Bonuses

Some class features offer bonuses to skills outright. With the exception of class abilities related to the jump skill (which are discussed in it's entry), these suffer the same issues as skill items and need to be dropped entirely or rewritten into a form similar to the new skill items.

Spells that provide short, quick boosts to skill totals are similarly problematic. The primary issue is a value one; it is difficult to cost the spell appropriately. Any spell that offers a non-fixed number of ranks is a spell that will eventually offer benefits and powers higher than its own level. A spell that grants 1 rank per 2 levels, for example, will offer benefits ranging from those a novice would gain up to those of a level 7 character. The issues with fixed boosts are actually similar, in that they provide a benefit based on the level of their target and not on their spell level. A +10 boost to a skill is an almost guaranteed success with any level appropriate ability, and will likely generate an enhanced result even. Higher boosts are even more likely to generate results we don't want, and lower bonuses aren't particularly worth a spell most of the time since you can just be carrying a skill item for a similar boost. In both cases the benefit gained is likely to translate into actions that are appropriate at higher levels, and this makes determining spell level difficult. If you place it too low, you have a low level spell that turns into high level actions. If you place it too high, you have a high level spell that no one casts because it doesn't do anything they can't do with other spells already. Deciding what spell level these sorts of things belong at is not worth the effort.

The first is a thematic issue. Spells are supposed to just do things that the truly skilled can attempt with a lot of practice. The revised skills don't even do anything that spells don't already generally do anyway, though we have tried to make them go about it in a different fashion, and any spell that allows you to attempt to do something with a skill should be rewritten as a spell that just does the thing or removed from the game. It's just not an efficient use of magic otherwise.

While this actually leaves room for spells that function as temporary skill items, you probably shouldn't do that for thematic reasons as well as to avoid putting every tool in the game in spellcasters' pockets. Your best bet is to avoid the value concerns, magic vs. skill thematic issues, and omnitasking possibilities by just removing spells that directly affect your skill modifier from the game or rewriting them into a spell that just does something appropriate for it's spell level. The revised Jump spell is a good example of taking a skill spell and making it just do something appropriate.

Attribute Boosts and Enhancements

The above topics cover the most common direct skill bonuses and at least offer suggestions on dealing with the more unusual cases. But it doesn't talk about indirect bonuses at all, like the bonuses you get from the attributes that you will be increasing as you level. Between +6 enhancement bonuses from items and +5 inherent bonuses from wishes or books and +5 more from simple levels, you can get an extra +8 bonus on an attribute modifier (or more) fairly easily in some games. And in other games, you never see even half of that. This isn't as large a modifier as you used to get from skill boost items, but suffers all the same problems of deciding whether to expect it in the base DC or not.

Unfortunately, because of large variances in when these stat jumps hit and by how much they grow, this isn't really something we can plan around. And removing these stat jumps from the game entirely isn't a particularly workable solution for a large number of play styles. The best that can be done is to point out that we do not assume any attribute boosts in our base DCs, because we don't want attribute boosters to be necessary to get reasonable use out of your skills at higher levels. Since that still leaves holes out there for some play styles, we have included several suggested solutions to the potential problem for use in your own games.

Scale DCs

If you expect large attribute boosts and want to keep the skill abilities balanced such that characters are not overly successful with them when they acquire them, you can just scale up the DCs. In general, you should add 1 to every non-opposed DC for every 2 ranks greater than 4 are required to access the ability. You may need to adjust this rate if there are large jumps at level 9 or 10 (when players can chain-bind for wishes and boost all of their attributes by +5 at once), though the fact that there are fewer abilities gained after this point means you will probably be fine if you do not. As was mentioned before, there's a lot of variance in trying to account for these.

Do Nothing

If your games don't involve large, universal attribute boosts or you don't care if higher level attribute focused characters get better results more reliably on their shiny new high level abilities than they did when they got their lower level skill abilities, then you don't need to do anything at all. The DCs listed in the skills chapter should serve you just fine; you probably won't see major divergence from the expected success rates until higher levels anyway.

Cap Players

If you don't want to scale the DCs but you also don't want to worry about players using higher level skill abilities more reliably than expected, you can simply put a cap on their attributes or the attribute bonuses that can be applied to skills. We recommend setting the limit at 20 + their racial ability modifier for each ability, and just using whatever that modifier is if you're going to cap skill adjustments and not attributes entirely. This gives players some room for growth, but not enough room for growth as to make the DCs presented here fail to do their jobs.

Retraining

Retraining was introduced in the PHB2, but done poorly for our purposes. If you have read those rules, please forget them now.

There will be situations where you’ll want a skill ready that you haven’t been investing in. You may need to learn how to climb to scale the Frostfell Mountains, or you may decide that you don’t ever use the acrobatics and something else would serve you better. Casters deal with these situations the same way they deal with anything else; they just rememorize or supplement their spell selection with scrolls, and then they go back to ignoring the skill system entirely. Since skilled characters can’t do that, it’s really quite necessary that they get to retrain their skills instead. It’s not a big deal; real people do it all of the time. It just takes some time, dedication, and (because this is a game) a training montage.

To retrain, you simply dedicate some time to the process and, at the end of that time, move a number of skill points from the skills which had them at the beginning to the other skills that you wish to raise. The time required depends on what you wish to train your new skills up to, as indicated in the table below. The days spent must be consecutive, but after you have spent the required time you may raise one skill up to any rank equal to or less than the maximum rank indicated. If you wish to retrain any other skills during the same period, you may do so; simply increase the time spent by 2 days for each additional skill. If you wish to train several skills up to different levels, you must spend the time required for the highest skill rank you wish to achieve, plus 2 additional days for each additional skill.

For example, if you have a level 8 character with 6 skill points per level who wished to consolidate all of their skill points into 6 skills at max rank, you would need to spend a total of 17 days to accomplish this: 7 days for the first skill to achieve maximum rank plus 2 additional days for each of the 5 extra skills. If you wanted to train 4 skills up max rank and 4 others up to a cross-class maximum, you would need to spend a total of 21 days retraining: 7 days for the first and 14 additional days for each additional skill. Seriously, your character is an adventurer and they can prepare for just about anything in less than a month.

Maximum Retrained Skill Rank by Level
Time
Required
Level
1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th
2 Days 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11 12
4 Days 3 4 5 6 6 7 8 9 9 10 11 12 12 13 14 15 15 16 17 18
7 Days 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23

Converting to the Tome of Prowess

No More Intelligence Bonus
Because of the greatly increased power of these skills, you no longer gain your intelligence modifier as a bonus to your skill points per level. This is very important, because getting a bonus skill from high intelligence with this variant is akin to getting bonus feats for a stat. And that would be bad.

This rule variant also includes a fair bit of skill consolidation or re-characterization so that the skills themselves remained relatively close to each other in terms of value and power. Unfortunately that means you will need to do some conversion on existing characters to bring them into line.

A complete conversion for the PHB classes will follow, as well as a listing of adjustments to all of the old skills, which should help you in converting classes from other sources. In general, however, classes with full casting abilities should have around 4 skill points per level. Classes with half casting abilities, like the Bard, should have around 6 skill points per level. Skilled classes, also called non-casters, like the Rogue or Fighter (yes, the Fighter) should have 8–10 skill points per level. Classes should approximately 30-50% more class skills than they have skill points to spend them on. They need enough that not every member of that class has the exact same set of skills, but not so many that they can just take whatever they want.

These suggested numbers work fairly well for most WotC classes, but may not work so well for Tome of Battle classes or classes from the Tome series of homebrew work. These class groupings are already substantial improvements over their core versions. You may need to reduce the suggested number of skill points and class skills given to these classes to avoid giving them too much utility.

Updated Base Class Skills

Skill Name Key
Attrib
Barbarian Bard Cleric Druid Fighter Monk Paladin Ranger Rogue Sorcerer Wizard
Acrobatics Dex X X X X Class Class X Class Class X X
Affability Cha X Class Class X X X Class X X Class X
Animal Handling Wis Class X X X X X Class Class X X X
Appraisal Int X X X X X Class X X Class Class Class
Arcana Int X Class X X X X X X X Class Class
Athletics Con Class X X X Class Class X Class Class X X
Bluff Int Class Class Class X X X X X Class Class X
Ciphers Int X Class X X Class Class X Class Class X Class
Concentration Wis X X Class Class Class Class X X X X Class
Cultures Cha Class Class X X X X Class Class X X X
Devices Int X Class X X Class X X X Class X Class
Disguise Cha X Class X X X X Class X Class Class X
Dowsing Wis Class X X Class X Class Class X X X X
Dungeoneering Int X X X X Class X X X Class X Class
Endurance Con Class X X X Class Class X Class X X X
Escape Artistry Dex Class X X X Class Class X X Class X X
Geomancy Wis Class X X Class X X X Class X Class X
Healing Cha Class X X Class Class Class X X X X X
Intimidation Cha Class X Class X X X Class X Class X X
Jump Str Class X X Class Class Class Class X X X X
Legerdemain Dex X Class X X X Class X X Class X X
Perception Wis Class X X X Class Class X Class Class X X
Psychology Int X Class Class X X X Class X X X X
Stealth Dex X X X X Class Class X Class Class X X
Survival Wis Class X X Class Class X X Class X X X
Thaumaturgy Cha X X Class X X X Class X X Class X
Skill Points 10 6 4 4 10 8 6 6 10 4 4

Old Skills

To make things straightforward, each of the old skills is listed below, with a brief explanation of where you can find it now.

  • Appraise – Appraise has been expanded to include analysis of situations as well as objects. It has also taken in forgery, since characters who know what to look for make more effective forgeries (and forgery was a poor skill on its own).
  • Balance – Balance has been combined with tumble into a new Acrobatics skill. The two are thematically similar, and together the two can be boosted into relevance.
  • Bluff – Bluff remains the skill of liars. It has acquired the acting portion of the Disguise skill, as that always had more to do with lying than looking like someone or something else.
  • Climb – Climb has been combined with swim in a new Athletics skill. This skill interacts with a revised overland movement and running system to allow for cross-country runners and tri-athletes.
  • Concentration – Concentration has taken uses from the Auto-Hypnosis skill, and several uses have been forked into a new Endurance skill. Casting defensively has been moved into each of the relevant magic skills. Concentration now holds a position similar to Escape Artist with respect to spells; you may use it to override failed Will saves for a time.
  • Craft – Craft scales so abysmally that it has not been carried over. It is not possible to write a worthwhile craft skill without giving people the Craft Arms and Armor and similar feats for free when they begin to exceed 8 ranks in the skill, and that change was left out for now. The ability to craft things should be thought of in the same terms of a character knowing something, and you should see the Knowledge page for additional information on this adjustment.
  • Decipher Script – Decipher script has been expanded upon and combined with Speak Language in the new Ciphers skill. Understanding the various language patters required to decipher dead script lends itself to a study of languages in general, hence the merger.
  • Diplomacy – Diplomacy has been reworked from a skill that allows you to get people to agree to things, to a skill that gets people to like you called Affability. That you can then use that liking to get people to agree to things is somewhat beside the point, as it works quite differently. It has been renamed Affability.
  • Disable Device – Disable device no longer requires the Trapfinding class feature, as it was entirely useless without it. That class feature has been rewritten, and traps been more clearly defined. Open Lock has also been subsumed by this skill, as locks are devices by definition. It has been renamed Devices.
  • Disguise – Disguise has lost the portions of the skill that dealt with acting, but has gained a much larger repertoire of physical modifications.
  • Escape Artist – This skill retains its original focus, though it has been expanded upon. It has been renamed Escape Artistry.
  • Forgery – Forgery has been expanded upon to allow item forgeries as well as written ones, and subsumed into Appraise.
  • Gather Information – Gather information has been removed from the game, as it was largely redundant with playing the game.
  • Handle Animal – Handle Animal retains its original focus and has been expanded upon significantly, gaining pieces of the Animal Empathy class feature. It has been renamed Animal Handling.
  • Heal – Heal retains its original focus and has been expanded upon significantly. It has been renamed Healing.
  • Hide – The original hide rules relied upon physical conditions that would make a person hidden even without ranks in the skill. This was compounded by the lack of facing rules in the game, which conspired to make the skill absolutely useless without the Move Silently skill unless your target was deafened. This skill has been combined with the Move Silently skill into a new Stealth skill which has seen substantial adjustments.
  • Intimidate – Intimidate retains its original focus, making people afraid of you, and has been expanded upon significantly.
  • Jump – Jump functions significantly different from the Climb skill in helping a character achieve distance or height to allow it to remain its own skill. It has been expanded upon significantly.
  • Knowledge – The Knowledge skills are a special case, and have an entire section devoted to explaining the changes made to them. They have been compressed and altered significantly, because otherwise they’re just not worth taking.
  • Listen – Listen was a significantly useful skill on its own, but generally only showed up in the game to notice something that the DM wanted players to know, or to oppose a Move Silently check. Because Move Silently has been merged with Hide, and boosting Listen on its own proves to be extremely challenging, it has been merged into a new Perception skill with Spot.
  • Move Silently – Though Move Silently was a better skill than Hide because it did not require specific physical conditions, it has been merged with hide into the new Stealth skill.
  • Open Lock – Open Lock was a specialized case of disabling or bypassing a specialized device. It has been wholly subsumed by the Devices skill.
  • Perform – Perform scales so abysmally that it has not been carried over. The ability to play an instrument or tell a poem or dance should be thought of in the same terms of a character knowing something, and you should see the Knowledge page for additional information on this adjustment. As this skill is required for Bards, simply give them their class level + 3 ‘ranks’ in the ‘skill’ for free.
  • Profession – Profession doesn’t scale at all, can’t be made to scale, and has not been carried over. The ability to tend a bar or run a shop is not useful for an adventurer, and should be thought of in the same terms of a character knowing something, and you should see the Knowledge page for additional information on this adjustment.
  • Ride - Ride scales poorly, and has been subsumed into the Animal Handling skill. The Riding subsystem has also been rewritten to be more consistent with the rest of the skills and features.
  • Search – Search was generally most useful in conjunction with the Trapfinding ability, which has been appropriated by the skill. Search itself has been merged into the new Dungeoneering skill.
  • Sense Motive – Sense motive had some interesting uses, and these have been expanded upon. It has been renamed Psychology.
  • Sleight of Hand – Sleight of Hand has been expanded upon significantly, and includes updated rules for theft that work in conjunction with the remainder of the system. The skill has been renamed Legerdemain because I prefer it.
  • Speak Language – The ability to recognize patterns and sounds in language can be applied to languages both living and dead. As such, this skill has been expanded upon with the Decipher Script skill in the new Ciphers skill.
  • Spellcraft – Spellcraft has been forked into three different skills (which have also merged with the remnants of some knowledge skills) for three different styles of caster. It retains most of its uses, and has not been generally expanded upon as casters don’t need the assistance.
  • Spot - Spot was a significantly useful skill on its own, but generally only showed up in the game to notice something that the DM wanted players to know, or to oppose a Hide check. Because Hide has been merged with Move Silently, and boosting Spot on its own proves to be extremely challenging, it has been merged into a new Perception skill with Listen and Sense Motive.
  • Survival – Survival retains its original focus and has been expended upon. It has also subsumed the Use Rope skill.
  • Swim - Swim has been combined with climb in a new Athletics skill. This skill interacts with a revised overland movement and running system to allow for cross-country runners and tri-athletes.
  • Tumble - Balance has been combined with tumble into a new Acrobatics skill. The two are thematically similar, and together the two can be boosted into relevance.
  • Use Magic Device – Aside from being poorly designed, this was one of the most powerful skills in the old system. It has been redesigned, but it has also been eliminated. The functions it used to include have been merged into other skills; it is more difficult to be a master of every magical item now, though easier to use level appropriate items of types related to your field.
  • Use Rope – Use Rope did little before, and it is not possible to provide it sufficiently scaling options. It has been subsumed into the Survival skill.



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