Skills Recommendation List

This is a list with the purpose to give suggestions and recommendations on what skills people should have on the characters, this will go from recommendations on skills that is handy to drop 1xp into to skills that usually dont really get its proper value before you have it at a threshold, e.g. IQ+4 in a skill.

This list wont be final or a must follow list and you are free to do whatever you want. Its just recommendations that will scale from: You really should do this to Handy to have to Handy but not must have. It will then be further splitt up to Group skills, Personal skills and so on.

Thats the goal at the very least and any help is full heartedly welcomed.

Personal Skills:

These skills will cover skills you want to have for your own help and your own safety while dungoneering or that is just really handy to have for traversing

Must have:

Climbing - Not being able to climb up steep slop with a -5 to your dx isnt fun, Even climbing straight up a rope thrown down to you by someone who sucessfully climbed up would leave you with an extra -1, Generally handy to have.

Running - Nice to have when you need to run into a situation or run away from it, Is both DX and HT based and if you dont have the skill you enjoy a gnarly -5 to your roll. HT rolls to avoid being tuckered out instantly and DX rolls to avoid running into something an falling on your face, Or worse fall into pirahana infested sewer water.

Acrobatics - Falling damage suck with 1 point into this lets you lessen your fall damage and let you avoid a -6 on the following rolls found in Exploits page 20-21: Balancing, Diving through something, Boosted jumps via Leg ups, Running climbs and swinging on a rope. I find all of these situational things to be worth atleast 1 point.

Swimming - We have obligatory swimming lessons in norway for a reason, Drowning sucks. Drowning since you dont know how to swim sucks even more, 1 point into this lets you ignore a -4 penalty for defaulting to health, If nothing else it helps you drown slower.

First Aid - We all try to avoid it to happen but lets face it, Sooner or later you will find yourself without a cleric or with an cleric thats lying face down in her/his own blood unconscious and bleeding to death. Basic first aid might not bring the cleric back up to fighting shape but it will stop the cleric from bleeding to death.

Writting/Cartography - both of these helps you getting extra money via selling the tale, Which is always nice, Cartography is nicer however assuming you can draw and post the map online since it gives your party +1 xp. but otherwise both are worth 1 point for money alone.

Current Affairs/Carousing - Rumours teaches you thing at worst, At best you can get quests that can net you extra money and +1 on quest completion

Gestures - Sooner or later you will find a situation where being noisy is deadly, and this let you talk more quietly then whispering.

Scrounging - Hey, Random stuff is always neat and recovering arrows is even neater. No real downside to this one.

Odd skills rule wise:

Jumping - For some reason you dont the jumping skill to jump at all, just jump at your dx without penalties. Remember that your jumping distance is your Basic: Move/2 or Jump skill/4. Only really worthwhile to put 1 point into if you got 16 or higher DX or you have less then 6 basic move. e.g. Mostly Dwarves, Gnomes and Halflings should think much about droping a point into this skill.

Summary courtesy of Aldera
Martial Artist has DX = 16 and Basic Move = 8. They can jump 4 tiles, but can increase to 5 tiles with 12 XP (jumping) or 10 XP (+2 Basic Move). Jumping only worth it if you have small race (1 XP skill).

Swashbuckler/Thief has DX = 15 and Basic Move = 7. They can jump 3 tiles, but can increase to 4 tiles with 2 XP (jumping) or 5 XP (+1 Basic Move). Worth it in all cases (2 XP skill).

Scout has DX = 14 and Basic Move = 7. They can jump 3 tiles, but can increase to 4 tiles with 4 XP (jumping) or 5 XP (+1 Basic Move). Jumping may worth it if you have small race (4 XP skill), else Basic Move is a better option.

Knight has DX = 14 and Basic Move = 6. They can jump 3 tiles, but can increase to 4 tiles with 4 XP (jumping) or 10 XP (+2 Basic Move). Jumping only worth it if you have small race (1 XP skill).

Holy Warrior/Barbarian has DX = 13 and Basic Move = 6. They can jump 3 tiles, but can increase to 4 tiles with 8 XP (jumping) or 10 XP (+2 Basic Move). Jumping only worth it if you have small race (1 XP skill).

The Spell Casters has DX = 12 and Basic Move = 6. They can jump 3 tiles, but can increase to 4 tiles with 12 XP (jumping) or 10 XP(+2 Basic Move). Jumping only worth it if you have small race (1 XP skill).

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