Even More 4th edition fan boydom...Skills
In reply to Judge Messalen (msg #20):
Daily post...
Skills have been revamped and they are certainly easier. 3.5 has a great opportunity to fine tune your character and if you're a wizard you'll be a renaissance man before you reach high levels.
That said, the new skill rules are easier to understand. In some ways they are an improvement and in other ways they are not.
First, there are only 17 skills. Each character class allows for a certain number to begin with and they must be chosen from a specified list. For example a Warlock gets 4 skills from a list of eight. A paladin is trained in religion and gets three more skills from a list of 7.
That's it with one exception. You can get cross-class skills with the skill training feat.
So the negative is lack of flexibility no more gain a level and pick up a language learn to be a baker and increase your spellcraft skill.
On the other hand these skills can really help define your character. I think some of the missing classes can be rebuilt based on the skills you choose. A Bard reflects a warlord or rogue with insight, perception and arcana. A druid could be a cleric with Nature skill. A monk is a rogue with acrobatics, stealth and athletics. If you are the only one in your party with a specific skill you will be called upon to use it, frequently. I never once made a Profession (cooking) roll. Additionally, the skills are bigger and better. Take thievery skill and you get Disable trap, open lock and pick pocket. Take Arcana and you get arcane knowledge, monster knowledge and detect magic. Athletics gives you climb, jump and escape from grasp. Heal..first aid and treat disease. Nature... Forage, handle animal, nature knowledge Monster Knowledge (natural). You get the point.
Some skills can only be used if they are trained. Any other skill can be attempted but training gives you +5 which I think is a big deal in the 4th ed.
Good news is other characters know about monsters. I hated being a 15th level dwarven fighter and looking to the 10th level wizard to tell me about my sworn racial enemy the giant.
Also you get a skill modifier that improves with your level (add half your level rounded down). The more experience, the greater chance you know what you're doing. A 20th level Battlemaster will have a better untrained chance to "intimidate" an opponent than the first level trained rogue.
Last thing, using this method its easier to do the pick up game and for a DM to quickly understand your character and his role. Dwarf fighter with endurance, dungeoneering, and Intimidate. "Got it." Rogue with streetwise, thievery, stealth and bluff. "I understand." Elf Ranger with Nature, athletics and stealth. "Sure."
Lack of training in a skill means no +5 bonus. Not the end of the world for the unskilled but that's 10 levels of experience to make up and a show stopper for trained skill attempts (like reduce falling damage... which is a part of acrobatics and shows how you can help you build a monk off of a core character class).
So skills...more playable, stronger usage, more impact on your characters "archtype," but way less flexibility.
Just sayin' pardners.