
Originally Posted by
Psychman
Legend awards a set number of improvement rolls... This ensures parity of skill increase and the chance to increase less frequently used skills.
But that approach makes it possible to increase skills you've never used, like the "killing orcs makes you better at climbing walls" flaw of D&D. Isn't downtime training a better way to get skill increase parity, if you want it?
As to that skill-list itself, I think there are a few duplicates. For instance, Perform and Play Instrument(x). Also, recently I've come to think Fast Talk and Oratory are similar enough to be the same skill: I found myself unable to say players couldn't use Oratory in time-limited situations - so basically, it became usable as Fast Talk, and therefore unfair if the reverse couldn't also be done.
Here's my suggestions to condense the skill list:
Search = Spot [but 'INTx?' for general perception rolls, i.e. requested by the GM, not the player]
Lockpicking = (Disarm) Traps
Persuade = Fast Talk = Oratory = Seduction
Perform = Play Instrument () [and Sing/Dance are just variations]
Language () - simplify this to one skill, and a list of languages known (without individual percentages, but recently-learned ones might be at, say, x1/2).
First Aid = Healing
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