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DM Section => EFU:R Section Archives => EFU Mechanics => Topic started by: SN on October 15, 2014, 12:13:33 PM

Title: Skill Changes
Post by: SN on October 15, 2014, 12:13:33 PM
Character Skills:[/B]

Many skills have been modified, turned off, or replaced to better balance and fit in with EFU's unique design.

Please note that skills requiring training (Animal Empathy, Perform, Tumble, Open Lock, Disable Device, Set Trap, Pick Pocket, UMD) will require at least 1 point spent on the skill for item bonuses to apply.

For example: if your character has boots with +5 Tumble on them, but does not have a single point spent in Tumble skill, the +5 will not apply.

[hide=Animal Empathy]Animal Empathy:
If an animal is AE'd while attacking another player, it will continue attacking until commanded to do otherwise.  A dominated animal can be spoken through with the voice command "/v d [insert text]".  This does not mean your character can talk through animals, it just makes you capable of emoting things like: [growls menacingly at Joe Blow].  The "Control Companion" player tool also allows for greater control of dominated creatures.  The voice command "/c recall" will teleport a stuck/stubborn animal to your side as long as you are not in combat.  Also, the higher this skill, the less likely animals will attack you.
[/hide][hide=Appraise]Appraise:
You should not role play being good at haggling without ranks in this skill. DMs will use appraise as a skill check for negotiating prices in any kind of RP interaction. High appraise may reveal special items in shops. High appraise may reduce the cost of brewing potions and crafting wands.
[/hide][hide=Bluff]Bluff:
Generally unchanged. It is however frowned upon to roleplay being a good liar without ranks in this skill.  DMs may also use this skill to determine ability at things such as disguise and forgery.
[/hide][hide=Concentration]Concentration:
Unchanged.
[/hide][hide=Craft Armor/Weapon]Craft Armor/Weapon:
Disabled.  With the proper EFUSS skills it may be possible to craft something.
[/hide][hide=Craft Trap]Craft Trap:
Now represents the "Engineering" skill.  EFUSS will now add +1 Craft Trap per 5 EFUSS Engineering ranks (for a max of +2).
[/hide][hide=Discipline]Discipline:
Unchanged.
[/hide][hide=Heal]Heal:
Healing kits will heal 1 hp/round a total of the difference between the heal check and a DC of 11 (i.e. a Heal check of 17 will heal 6 hit points over 6 rounds).  The DC is 21 while in combat.  There are various qualities of herbs that can heal more than 1 HP/round. Also, feat Skill Focus: Heal will further improve the ability to use the healing kits. Healing kits do not cure disease or neutralize poison.  Salutatory Tonics cure disease and Antitoxins neutralize poisons with a successful heal check. Heal is also used in Herbalism (http://"http://www.efupw.com/forums/showthread.php?t=98527") skill.
[/hide][hide=Hide]Hide:
Generally unchanged. A stealthed or invisible character that appears transparent has only been heard and not spotted, and cannot be identified. While this is hard to enforce, players are kindly asked to abide by this rule.
[/hide][hide=Intimidate]Intimidate:
Unchanged.
[/hide][hide=Listen]Listen:
Generally unchanged. A stealthed or invisible character that appears transparent has only been heard and not spotted, and cannot be identified. While this is hard to enforce, players are kindly asked to abide by this rule.
[/hide][hide=Lore]Lore:
Generally unchanged. Note that the "Identify" spell no longer gives a boost to Lore, but instead identifies three unidentified items in your inventory.  "Legend Lore" still provides a Lore boost. Lore is also used in the Alchemy and Herbalism skills (http://"http://www.efupw.com/forums/showthread.php?t=98527"), gives a small bonus to the Tracking (http://"http://www.efupw.com/forums/showthread.php?t=16067") ability of Rangers/Druids, and is used in EFU's custom Necromancy system.
[/hide][hide=Move Silently]Move Silently:
Generally unchanged. A stealthed or invisible character that appears transparent has only been heard and not spotted, and cannot be identified. While this is hard to enforce, players are kindly asked to abide by this rule.
[/hide][hide=Open Lock]Open Lock:
Unchanged.
[/hide][hide=Parry]Parry:
Unchanged.
[/hide][hide=Perform]Perform:
EFU has a unique bard song system featuring 40+ setting-specific songs, usable through songbooks.  Bard level is used to determine the strength of bard songs, not Perform. Every 3 points in Perform will add 1 round of Bard/Curse song however. More details can be found under the Bard Class description (http://"http://www.efupw.com/forums/showpost.php?p=347968&postcount=3").
[/hide][hide=Persuade]Persuade:
Unchanged.
[/hide][hide=Pick Pocket]Pick Pocket:
Bioware Pick Pocket disabled. EFU uses a custom Pick Pocket system.

[hide=EFU Pick Pocket mechanics explained]Short story:Rogues (from version 1120 of EFUA) get pick pocket and a neat little tool called "Examine Mark" which reveals information about creatures that you target the tool with, depending on your rogue levels and spot/heal skills. Both of these new toys are accessible from the Player Tool menu.

And for people who are deeply interested in the actual mechanics, here is what Pick Pocket and Examine Mark actually do. Or in other words,[hide=Really, REALLY long story:]
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Some NPCs have dialog options to allow you to try to pick his/her/it's pocket as well.
[/hide][hide=Search]Search:
Unchanged. Used in the Tracking (http://"http://www.efupw.com/forums/showthread.php?t=16067") ability of Rangers/Druids.
[/hide][hide=Set Trap]Set Trap:
Generally unchanged. Traps against NPCs should be used in moderation, excessive use of traps used in a method that clearly is exploiting limited AI should be avoided. Traps in PvP should be used tastefully - they should not be stacked, and you should generally limit yourself to one direct damage trap and one disabling trap at a time. Exceptions may be possible, if so consult with a DM for situational use.
[/hide][hide=Spellcraft]Spellcraft:
Generally unchanged, though also used in Alchemy (http://"http://www.efupw.com/forums/showthread.php?t=98527") skill as well as EFU's custom Necromancy system.
[/hide][hide=Spot]Spot:
Generally unchanged, though used in many custom EFU systems, such as Tracking (http://"http://www.efupw.com/forums/showthread.php?t=16067") ability of Rangers/Druids. A stealthed or invisible character that appears transparent has only been heard and not spotted, and cannot be identified. While this is hard to enforce, players are kindly asked to abide by this rule.
[/hide][hide=Taunt]Taunt:
Unchanged.
[/hide][hide=Tumble]Tumble:
Grants +1 bonus to AC for every 5 points in your total modified Tumble skill or total ranks, whichever is lower (i.e. a modified Tumble score after armor/shield check penalties and item/ability bonuses of 7 will result in +1 AC, even if you have 10 or more ranks).
[/hide][hide=Use Magic Device]Use Magic Device:
Balanced for EFU. Crafted wands have a DC of (15 + spell level).  Scrolls have a DC of (25 + spell level).  Failed UMD checks do not result in loss of a charge or scroll.
More information on UMD and its' mechanics, specifically Use Magic Device Item Cost Table, can be found here (http://"http://www.efupw.com/forums/showpost.php?p=275281&postcount=2").[/hide]



Thanks to Pup for his post in Player compendium about skill changes, from which this has been created..