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tbone's picture

Dividing up skills

You probably won't be surprised to hear that my vaporware project has some similar skill ideas behind it. Some different, too. Tossing out a few for fun:

Animal Handling's most important "breadth" component is type. Types are set by utility in the game (which of course requires massively arbitrary decisions...): Dogs is a type, as is all of Reptiles/Amphibians, as is all of Arthropods. Birds would be a type; Falcons would be a subtype of even narrower breadth.

Other subsets (i.e., narrower breadth versions) would include general Care, Fighting, Training, Riding, Teamster, etc. 

Actually, any given Handling skill would be composed of, and specify, its components. Most would be based on the Care component (but Bullfighting, for example, might drop that and pretty much anything but Fighting). A Horse Handling skill likely wouldn't include Fighting (unless it includes capture and breaking); it could add Riding and Teamster components for a broad skill. Arthropod Handling wouldn't include Training (can't really be done). Snake Handling could begin as a narrower-breadth version of Reptile/Amphibian, then could add the Charm component (which wouldn't be part of most animal skills – or is it really just a narrow form of Training, plus some Performance Art?). Falconry would start with its narrow type, and combine Training with a Knowledge component for the sport/etiquette aspect. 

And so on. Arts, meanwhile, fall into categories like you mention; using breadth, it'd become possible to create a single Visual Arts skill, for example, instead of separately listing a dozen skills. 

BTW, how did 4e make your ideas obsolete? Wouldn't your skills in parentheses still be individual skills, and your categories be suited to handling as triple-cost Wildcard skills? Maybe then your major groups could be bought, say, for 5x the cost of a skill? (That'd make, say, Melee Combat skill a max 20 pts/+1 – a heck of a bargain, yet still inferior in many ways to DX.)

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