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<blockquote data-quote="Chaosmancer" data-source="post: 9330932" data-attributes="member: 6801228"><p>Fair, but I think those concepts are best served by subclasses, and I was speaking more broadly for the main class.</p><p></p><p></p><p></p><p>One thing I would like, but I know would be a bear to balance, is to have skills do more. </p><p></p><p>For an egregious example of what is wrong, look to the Medicine Skill. Medicine... is worthless. You cannot use medicine to heal people. You cannot use medicine to cure disease or poison. The best use for medicine in terms of actually dealing with injuries is to stabilize a dying creature... which the 10 gp healer's kit let's you do regardless of skill prof. Even doing things like looking at a corpse to see what killed them is something you can also do with an investigation skill. </p><p></p><p>And that is just basic, mundane uses for the skill. Going beyond that to what the limits of magical, fantastical medicine can be aren't even on the table. </p><p></p><p>I think the designers wanted to be vague, so that people didn't feel pigeonholed into the charts from 3.5, but what we are left with is a situation where skills feel so limited. A rogue being better at skills than anyone else doesn't feel impactful for most skills, because there is nothing to achieve. Stealth and other skills which are generally opposed checks are the only ones that even sort of bypass this, because you are dealing with opposing checks, not static tasks with static DCs.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9330932, member: 6801228"] Fair, but I think those concepts are best served by subclasses, and I was speaking more broadly for the main class. One thing I would like, but I know would be a bear to balance, is to have skills do more. For an egregious example of what is wrong, look to the Medicine Skill. Medicine... is worthless. You cannot use medicine to heal people. You cannot use medicine to cure disease or poison. The best use for medicine in terms of actually dealing with injuries is to stabilize a dying creature... which the 10 gp healer's kit let's you do regardless of skill prof. Even doing things like looking at a corpse to see what killed them is something you can also do with an investigation skill. And that is just basic, mundane uses for the skill. Going beyond that to what the limits of magical, fantastical medicine can be aren't even on the table. I think the designers wanted to be vague, so that people didn't feel pigeonholed into the charts from 3.5, but what we are left with is a situation where skills feel so limited. A rogue being better at skills than anyone else doesn't feel impactful for most skills, because there is nothing to achieve. Stealth and other skills which are generally opposed checks are the only ones that even sort of bypass this, because you are dealing with opposing checks, not static tasks with static DCs. [/QUOTE]
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